#assassination
1 messages · Page 30 of 1
big happy
has Assassination had any recent tree updates on the alpha? I'm surprised you guys still have so many "dead end" talents
no
realz did and potentially still does work on DH
i am not sure if he does tank too
but once the dh tree is in a somewhat okay state, he will be back to iterate on rogue
Last I heard rogues were getting Serrated Bone Spike back at some point right?
It’s already back
hopefully apply some of the things he learned or found useful for dh
assassination got shrouded back also sbs
Realz also mentioned some more connectors
ah, pity they haven't included a talent for the unity affect.
There’s a screenshot of that in the spreadsheet
😦 Necro unity is so fun in keys
But it’s deadge in ST 
i want to sign the #removeexsanguinate petition
#changeexsanguinate would work too
Well that's the good thing about talents, something can be good in AoE but not single target cause there's 0 opportunity cost to swap

Excellent take
#removeexsanguinate
#removeexsanguinate
Also it's weird Sin is one of the few specs that could get itself to a point where they can only get 1 capstone
Is there any chance they make Poison Bomb a 1 pointer?
we are just that powerful that having 2 capstones would destroy azeroth
I don't think Dragon-Tempered Blades are so strong to justify giving up multiple other things?
I mean I'm farming the ring regardless of who's in the group. That's what I did the previous 2 times and with the vault trinket
Not forcing anyone to stick around
I just need my juice
:---)
2.5k dps upgrade for my feral btw
too bad this was found out the week after timewalking ends
eu can still do TW keys
eh? How?
I got one ring with a socket :') just need 3k valoe to upgrade
Pls no fix
EU favoritism, bleh
i hope they don't fix, i did update half of the spreadsheet already (st and ds sims)
Just let us buy it for 5000 valor from a vendor
So I can use all the useless valor I have from farming and not getting it
Can Carnage be used without breaking stealth?
pog
jesus
after other classes the rogue trees with all their dead ends feels so weird.
Damn so my 272 socket cos ring will sim higher than my “bis” mech set that I worked so hard to farm for lol
Sigh. I could’ve farmed it too but I was like oh cos ring isn’t bis? I’ll just relax that week lol
where?
Didn’t step foot in a single legion dungeon that week bc nothing was good apparently lol
its in the pins
I still find all the dead ends really offputting in all the rogue trees, it's weird
ahh, the tiny link i overlooked
Should we use scars pre pull? If running with Kihra’s?
shut up
<3
ye you want to start the fight with 1 stack
no
when they bug fix it
I'll come in here
and I will literally shit all over you for that comment
About how many seconds should we use before?

doesn't matter, you'll keep at least 1 stack when you enter combat
so ideally you pop it while everyone's sitting around wasting time in between pulls
also jokes on u cant shit all over me, i'm already dogshit 
my bad for not forseeing a bug that applied the auto attack damage to weapon damage
next time I'll get a job as a dev for blizzard so I can see the future of all the spaghetti code bugs that pop up from time to time
possible
is it just me or are those connenctions not really that big
It literally lets you skip TTB
Wake me when they make a connection from katar to tempest to flying dagger
and then maim
I mean it's pretty good
can skip MA and venom rush as well
more is better
sure
in a world where dance sucks?
I would want to skip ma
just convinces me more and more that dance in the class tree is a mistake
MA got killed for it, and then its still to storng
so we either have mediocre stealth talents cus of dance, or a dance that is useless cus the talents dont work with it 
I could see the dance being decent in keys for garrote spam
the CD doesn't exactly line up with Carnage but yeah.
I wonder if a reversed energy system can be good for sin -- exsanguination dementia: mute natural energy generation, double the energy pool, increase cp generator crit, increase finisher crit dmg, drain energy per second and gain bleed delusion per nearby bleed from the player and the effect ends when energy reach 0. Each bleed delusion increase ticking rate of bleed and extra energy drain.
its m+, cd alingment is not that set in stone anyway
downtimes bettwen packs etc....
If you can get blades and either carnage or kingsbane at the same time I'd say the the tree would feel a lot better. I just wanna be the king of poisons and bleeds plz.
blades and kingsbane cant be taken at the same time by design
cus it would make balancing kingsbane impossible
So blade is more sustain and king is more bursty then right?
ye
Now to be seen if we have a lot of fight like sylv that don't reach execute range ever exist or not
Without execute range may seriously put sin down a level, imho
?
the kingsblade interaction makes sense to block, but Carnage doesn't feel the same. And you can get Kingsblade and Carnage together.
it doesn't have any execute right now
and it's fine
and it has more execute in df
what's the issue with execute
from the tree, I think execute becomes an important feature of sin
ugh, I hate the choice in keys between a second poison which is something that sin should've had forever ago, or helping delete a pack every 90s.
I mean, if you look at the tree, blindside path and KB path both give advantage on execute, and at the same time the other line requires multiple targets for scent of blood and IC.
There’s no choice at the moment
if for example there is no execute for a boss, the choice for sin certainly will be limited.
Yeah you’re taking DTB 100% of the time no?
you would take DtB or you would take kingsbane and just live with the fact that one talent isn't doing a lot
how is that different
taking DtB is not however the problem, i'm talking about what else
okay so if execute is valuable, you would take kingsbane and the execute stuff on the left
and if execute is not valuable, you would have a choice between two keystones
and..... that's a problem?
not like that. what I'm saying is for boss fight without execution phase, not with a low value one. The situation becomes quite extreme: the tree require the fight to have adds so we will consider IC path, otherwise it becomes very disappointing situation.
Wonder how many targets is enough for SoB KB build
SBS over Sepsis on enough targets obv
CoS ring is now bis, even better than mechagon rings?

seems so, congrats EU
due to a bug yes
What do you mean by a bug? Raidbot wasn't calculating properly?
I think it is not a bug bug, but a bug of what they want to modify the ring.
CoS ring will be on list in DF, and it is normal if they want to make the ring a bit different
aside from zoldyck providing no value in your 0 execute fight, can you tell me what's wrong with these options?
read #tc-updates
Uh oh, thanks!
Damn, one day after I stopped farming Workshop 
the 2nd and 3rd's zoldyck makes no effect and we wasted 3 points, that's disadvantage. I would not say it is wrong since you can play whatever you want. For the 1st one, valuable talents at lower rows cannot really be selected and we must spend talent points somewhere top part without synergy: M'M without blindside or VV without M'M and blindside, point in TtK maybe weak instead of amp poison, or to pick cttc, let alone the existence of atrophic poison.
would shadow dance for occasionally putting out more stealth garrotes be stronger than Echoing?
doesn't feel like it would.
and if so much of assassination damage is poisons and bleeds, find weakness is just so so eh?
BTW, aren't the top 3 rows bloated? 8 required but it seems 10 are must
bug means something that isnt supposed to happen, happens rn
it does more dmg then intended
there are other bugs in the game too
this bug just gets very high exposure given the impact
I'm a nub who plays for fun, but I think this is the build I'd probably go with to fit the fantasy I like with assassination. https://www.wowhead.com/beta/talent-calc/rogue/assassination/BPBRVBRERUooQHAUIANVSoERVAgUCQ8QA
Do raidbot calculate that thing properly right now?
yes
!def
Please Contribute by filling out the form on the title card with any info you have tested
This sheet is community-driven and may have some inaccuracies or be slightly out of date. You can help fix this by contributing!
Rogue Defensives usability: http://tiny.cc/q602uz
it's a DPS los for me 
has the ring change been implemented for every class or rogue only?
and does it only affect rogue?
It has been implemented in the simc, works for all classes
how am i the only one gaining dmg ? its +600 for me and -500 for eeveryone else inm my guild
Are they melee
what ilvl are fated items from cn?
yeah one enhance and one feral
Oh damn, it should be Nightly LOL
https://www.raidbots.com/simbot/report/vxEaDMVSMsyC1AeAF7zkYC 1,1k more!
just make sure to use nightly version on raidbots
Feral is getting something like 2k dps from the ring
thx
Do you think it will be fixed? Or should EU haaard grind till we Get that ring?
If Court is an S1 key I wouldn't mind a temporary nerf.
Yea Even wowhead posted it. So it will be fixed soon i guess
are there any addons for alpha or its useless to make them for alpha?
they don't turn on addons for alpha until much later in beta
Cause when you're updating the UI you don't want anything else to possibly cause bugs
I sim more dmg from mechagon set than cos ring but I haven't sim with dusk in ring + cos but can't think it would change that much
since the other ring i have is 298 compared to dusk being 291
I chose weekly instead of nightly option in the raidbot
Its +1,1k DPS upgrade 😄
oh, I'm scared of simming now
suddenly its going to be a massive upgrade I don't want to grind xd
They will probably fix it(?), not sure though. It seems like a too much DPS upgrade for a single item.
+1.5k for me lol
If you are NA Just pretend it’s not real and it can’t hurt you
I'm in NA 
Same
someone posted a discord image in the sub channel of someone presumably asking a dev to fix it who says it's already coming and wowhead article is making them do it a bit faster, but you know the internet and screenshots
The reason we cant have nice things
🤣
How big is the diff between mechagon rings and jewel?
289 dps (272 no socket) compared to 298 mechagon set with 1 socket for me
I think fuu posted about 1000 dps difference if you managed a 298 jeweled vs mechagon set scroll up for confimation
Ah yes
I mean. It's a 1k dps upgrade apparently thats only available for a limited amount of time
I doubt they will let it live
It is live
Its just gonna get unbugged soontm
Hopefully
I know, what I meant is it won’t live for long
If it were like previous season upgrade it would've been fine like 200 dps or whatever
its too much of a damage boost lol
common dude, thats not how internet outrage works
BLIZZARD is TIMEGATING ring BUFFS to make us GRIND longer!!!!!!!!!!!!
its 525 dps increase for me with my 272 version lol
Didn’t farm it out last week sadge
45 runs of workshop to finally get the ring... just to see now CoS ring is a 1250dps increase.. 
mfs who snitchin on the ring same mfs who want people to pay off their loan without help
ring got snapped in 3
I kind of wonder if it's still not BIS. Just not as absurdly so anymore.
Why does the nerf?
Very doubtful for Sin it will remain BiS
I mean it was bis but dude
You can all stop freaking out now.
Debt forgiveness is bad.
because it was broken?
Incentivizes higher tuitions. Debt forgiveness doesn't work without mandatory reductions in tuition.
Sry Mr oxi
cursed profile pic
It's time to get drunk on soju and eat kbbq. Ring nerf. Good vibes all around.
It's still BiS for Outlaw in Dungeon Slice so 100% not BiS for Sin lol
It's only BiS for OL by like 20 dps
as it should've been
making timelimited gear obnoxiously better than what you have available at all times is bad
much like blizzard's QA apparently
Legion TW happening in the last like 2 weeks of a season is fine IMO. grind out the gear for the new season to get a jumpstart. having it at the beginning of a season is obnoxious though.
Gavel "exist"
I like it as something 9 weeks into a season
my dude, it was literally broken
P sure gavel is similar to edge of night, and isn't time locked.
like the effect was increasing your weapon damage
as if your weapon was a higher ilvl than what it actually is
The issue with cos ring primarily is that it was time locked.
what does the gavel have to do with that?
It probably is still BiS by a small amount
Just not a dramatic amount
Checking Assassination profiles now
is that dungeon slice
304 Mecha, ST
ah
wouldn't consider that worth grinding for but EU peeps still can I guess
wonder what it does to Feral
I know no Assassination players do M+ so no reason to sim DS
😛
For better comparison with 298 versions
So COS bis for sin too
there's like 2 of them and they have brain dmg
What ring does this include as a pair with signet? Lego or 304/311

Do we know if that change is live on raidbots yet? Want to try simming it against any old 272 versions
leggo would be my guess
no mechagon set = dusk on rings
ye since you can get Mythic chest stats at that point
Ya I had a feeling but just wanted to check to be sure so I do t go recrafting
Danke. I have some gold to spend in the morning so 😂
And we'd have 1k more dps as a class 😂
Until we blindly swapped to mechagon set rings when we got them and unknowingly nerfed ourselves.
Yeah mostly people have been doing non-optimal stuff for a while since this wasn't known
Either way, not knowing probably isn't good
Only ones who would have taken advantage of it would have been people doing so accidentally lol
Also it triggers me when sims are inaccurate
so still like 1.x% better?
0.81% better
But yeah realistically the value for ST vs. M+ actually shouldn't be too different with the "new" behavior
Since effectively it's just +attack power at the end of the day
Yeah ik.
I’m memeing here - it’s good work. Such a weird freaking thing to find
With it just being +AA before
Was obviously different
With this version, it's kinda universal
+AA is something ST, but a lot less diff in M+.
Though the positional requirement diff 
Just sucks that it’s done for NA this week
Unluck
It's still basically like writing "Increases Attack Power by 81" on the tooltip for Assassination
Reminds me of ns/dp in legion and how it was in the game for a long time but no one ever noticed 😄
What bounty stat and how many stacks? 
Yeah this was really subtle. I dunno if it was in last season. The value was much lower so it would have been a lot harder to notice.
It’s LBE all over again
Last season maybe wasn't bugged. Or maybe it was just small enough it was close to the 5% variance lol
My mom always said if you do something well, there's no reason not to stick with it

I can drive simlords insane.
It's a useful skill to have
Love the quick updates though

I think in DF our AA contributes a lower percentage or general AA for melee contributes lower, and they're making this change to make the ring attractive since the ring is on next season's list.
this ain't a channel for promotion, we have #rogue-streamers and a role for that
hello, am i allowed to be a rogue again
With Glide removed from Momentum, your job with Havoc is done. Welcome back.
Up next: Rogue Glide
👀
=p
Who needs Glide when you have https://www.wowhead.com/spell=239290/catlike-reflexes
Increases dodge chance by 35% and makes you immune to falling damage. In the Subtlety Rogue Artifact Traits category. Learn how to use this in our class guide.
Im hoping theres some philosphy and stuff from the dh trees that helps our trees reach their full potential
Looking forward to any changes that come 🙂
i miss no fall damage sub so much, imagine the divebomb potential with dragonriding
Haven't checked, does sub keep the running on water while sprinting perk?
probably better question for the sub channel, but kinda just following the discussion of random little perks in here
yeah they get it at level 43 currently
oh wait i'm dumb you mean in df
i don't think they have it in the current df build
??????????? I am 1 person.
Human if I may
incorrect
you are 1 alien
sin m+er in current year
alien lives don't matter
this is my racist take

oh huh i only just noticed fleet footed doesn't have reduced fall damage attached to it in df, that feels rough for open world gameplay
the return of safe fall?
Those are definitely the kind of perks we should get baseline though. Cool to have, definitely not worth a talent point.
no fall damage would be rly nice
Most deaths on my alts are from fall damage
same, i'm so used to rogue fall damage
i don't hate this, dropping throughput points doesn't feel as bad for questing, though still not ideal
Naw, absolutely not worth the talent points
is a bit weird since they were both sub things but i'm greedy
imo our class tree needs some retooling/restructuring so it has less throughput
reduced fall damage is an every rogue thing though
yeah that's true
i guess you could just make fleet footed/improved sprint better, and maybe move nightstalker to where shadowstep is?
only subtlety got water walking and catflike ^^
Oh, we do actually have safe fall already in DF
but also i think sprint water walking is not worth a node
it is such a niche use case
i am also still surprised nightstalker got split into two(three) nodes
one for the MS and one for the damage amp
yeah, those things are intentially made baseline across all classes, because they dont want you to feel like you have to spend talent points on those tiny things
no fall damage is also very minor
a lot of classes can reduce their fall damage to 0 easy
sprint water walking was a glyph
even rogue with hook and step, though step's more situational ther
it was for all rogues longer than it was 'just sub'
Just fall near a target and shadow step to it before you hit the ground. Easy.
it was a minor so universal
true, it was initially a glyph, but sub atm has it baseline
even so thats the kind of utility where it would be fine in the class tree if it was ever applicable in any relevant content
the glyph was class wide, was a minor one. But it was made sub only afterwards
whats catlike
zero fall damage
Increases dodge chance by 35% and makes you immune to falling damage. In the Subtlety Rogue Artifact Traits category. Learn how to use this in our class guide.
instead of just reduced
doesn't need to be a 'dead point' if most of the throughput in the tree was replaced
both sprint on water and catlike seem fairly niche
Catlike can't be in the Class tree though
yeah i think the class tree would need to be fully utility with a lot more interconnectedness for it to be a node
It would break Outlaw PvP lol
its a dead point for pve happy
zero chance you keep the dodge chance if you bring it back
huh, why
Outlaw getting 35% more dodge makes an already insanely tanky spec basically unkillable gods
i think this talk is specifically for the fall damage aspect
oh, i think most ppl only talk about the no fall damage part of it
either way its dead in pve
yup, and honestly, zero fall damage is just ridiculous at some times, so don't mind that so much. sprint on water is fun and sad to see go, but very very niche and would never be worth a talent point. Especially with how much throughput is in the general tree.
it depends on the placing in the tree
and if it competes with other dps nodes
i mean
catlike has no benefit in pve
you never take fall damage and you rarely take aggro
even at the top of the tree, there's so much more utility stuff
why does every talent need to have a use in pve
because pvp talents exist
??
the point of talents isn't to make you more powerful every single talent you take
is that literally not what the above poster added
what
im not saying it would be objectively bad for it to exist
but theres the thing with annihilator on the fury tree where it takes up possible design space
but like meh
we aren't fury
yeah if they're below the first point barrier and not directly on the path down then they have a big opportunity cost dps-wise with the current tree design
but i think that might be okay for something super niche like no fall damage
the only thing about no fall damage is that its a qol so im not really convinced it belongs on a talent tree
the dodge chance for pvp is a totally fair thing to be around tho
probably would make sense for world content too
i don't think sub rogue was "op" in pvp in legion
Sub didn't gain a free 15% stamina in PvP tho
well, warmode is a thing now, even though its not as relevant after BFA
if stealthed rogues didn't annoy people enough, wait till they hear about rogues falling out of the sky!
that would be really good in torghast type content
yeah it's probably too niche to make sense right now, i do think the talent trees could be a way to bring back fun flavour things like that and sprint waterwalking but it's hard to fit into a class tree that has throughput considerations
the dodge chance that is
yeah like i personally wouldnt be super likely to interact with stuff like that but as long as its out of the way it wouldnt matter really
this is mostly just me wanting that stuff back and trying to justify it, especially now that we lose the passive fall damage reduction entirely
we didn't, I just checked and we do have safe fall back now
i want there to be more choices tho esp in the sin tree, doesnt have to be throughput related tho
they seperated it out into its own ability/passive because of fleet footed being a talent
yeah we do have safe fall
is that actually the case on alpha? wowhead lists current fleet footed as a class passive still but i assumed since it's also on the tree that it was a mistake
does the talent do another +15%?
idk
The water walking sprint is gone though, just checked and tested incase it was a hidden passive
does that prevent us from dying from fall damage
this seems like something that just didnt get implemented
because sprint rank 2 is in the class tree
probably forgot about entirely because of how minor and niche it was lol
nah i bet its just a spell rank thing
there is an improved sprint talent in the general tree, they could always bake it into that as an added little feature
yeah that would be an easy way to do it
"Reduces the cooldown of Sprint by 60 sec and allows walking on water while active." some shit like that
would be nice if we could ever take that node
just too much throughput so we dont get any utility
assassination might not, but outlaw/sub could for sure. Atleast with the current pathing
and with it being a sub only thing now, its not like we lose anything because of it
it definitely feels weird to not take short sprint when we have it now
like losing certain talents feels bad
sprint on water is nice flavour
same as recuperator
or like
cheat if for throughput we cant go that direction some time
Imagine jailer with a 2 minute sprint
there 2 things other trees are doing almost all the time, getting rid of 3 points nodes and combining nodes as we have tthem atm
That’s my opinion on needing to talent into improved sprint
Considering a lot of the current class changes going on, our general tree definitely feels really throughput heavy and not enough points to pick up any cool utility
its bad enough with only 1 step
i bet improved sprint will get streamlined
its likely the iteration on rogue tree for that just hasnt happened yet for obvious DH tree crafting reasons
yeah of course
If they want to keep it 2 minute baseline, I better not see any bullshit mechanics that make you run away from the boss possibly every minute
i think our class tree is pretty flawed
me 2
same
thats the least of our problems
feels like no choice
every spec gets the same thing pretty much
minus posion dmg for sin there and acro for law there
lack of real pathing after the first gate, MFD/CB being forced picks, cheat death positioning, extremely heavy throughput on bottom tier that includes 3pt talents as gates to mediocre at best "capstones" (since Vigor and DS are technically capstones)
yeah it would be nicer with only a couple throughput nodes and the vast majority being utility
hundo p
Seal Fate is kind of a funky issue for assassination in particular when it comes to aoe
don't worry, we could make it 3 by removing fw and shadow dance from the class tree
as also being that defining playstyle for so long

seal fate is pretty core
it definitely should be passive or very high in the assassination tree imo. I feel like it should be swapped with elaborate planning
just because of its placement and that it can be considered pretty general
i would prefer
seal fate either lower in the class tree or just in the spec tree elsewhere
but traded for ep would work as well
So putting elaborate planning on the class tree where seal fate is would fix your qualm with “dead capstones”?
no, the swap is a different discussion
They’re directly related though
my qualm isnt dead capstones but anyways
my main qualm***

i missed you oxi and this is how you treat me :c
Sorry looking where I said it was your qualm
thistle tea being thistle dead makes the capstone dead, not whether seal fate vs elaborate planning being before it
Can’t seem to find it in the message 
But how does ep being where SF is alleviate that issue
im the main character you were talking about me
I also never said those were dead capstones myself to be fair
I mean they are
true, but that can be a tuning thing
ep swapping with sf doesnt fix that problem but it does fix the issue that sf was more baseline than ep in the past and it would be going into a position more fitting to that quality
Thistle Tea is neat but that’s all it’ll ever be unfortunately
SF was also deep in the assassination tree in the old talents
Soooo
thistle tea is inherently dependent on energy income
and you get at least currently on alpha a fairly high energy income
Seal fate being where it is, is an assassination problem. It was also made baseline for so many expansions
This is my issue with a lot of our tree. Is things that were baseline are being made into talents and now we have to choose
AoEing as assassination without seal fate... no thanks
it was formerly baseline with new talents which means it was core to our kit which means it should be accessible
Tbf AoEing with seal fate is also a no thanks
like why should we lose anything
To give the illusion of choice
Which is what all these trees are
i dont see any choice in the trees
wdym, sealed fate is super consistent/reliable 
i only see flexibility
Because you’re a mythic raider
Agreed on this, which is why a high placement in the class tree, like what was done with venomous wounds is kinda fine. You're kind of expected to take it, but technically can skip it if you REALLY want to.
Casual Charles will gladly give up 20% dps for fast stealth and increased melee range
Which is what the game has to be balanced around unfortunately
Because casual Charles pays the bills. Not us
You have to give cool options and ideas for the casuals so they don’t get bored
eh, they've made it pretty clear that its totally possible to have bad talent builds and that's fine
Regardless of how it shakes up, we’re going to sim shit and follow the path
Let’s be real
No
and 😓 what nodes to drop
casual charles reads whispyrs wowhead guide so he can blue parse his normal pugs oxi
Ideally we don’t have to choose between dps and utility
Especially considering our main job is dps
i mean yes that too
We bring nothing else
Having to lose dps for a personal QoL utility is dumb
maybe more like 80%, but you get the point
class tree should be grab all the damage you can carry then go for utility
And idk about you guys but I use sprint a LOT in raid
I don’t want to go back to classic raiding where you run out 10s before a mechanic happens so you don’t get clipped
Especially given how hard the raid design team has been on melee
No thanks dude
we're losing a lot of things right now. Being able to pick up something as simple as Vigor or Deeper Strat... kind of a lot to give up for that and probably not even worth it
Deeper strata was nerfed so it’s kinda whatever
Carrying bombs on halondrus with 2 minute sprint

not too far off
Thank God people can stop crying now about not getting the ring
Vigor/Deeper(live version) should honestly be a bit higher up, like middle of the tree, and probably made a choice node
subtlety is rly good because of double step
ironically sub won't have it always
while assassination probably will
dump MFD/CB down where they are currently to make them choices instead of forced on
I don't want it either, but there's nothing wrong with letting it be an option if people want it
mfd doesn’t make sense in assassination’s kit anyway
both mfd and cb are ideal things you can opt into
which is why I don't mind it being down there as a "capstone". If you want to go down that path, go for it
Thematically
instead of mandatory choices
If our finishers did any kind of burst damage
Mfd would make sense
But the wet noodle that is envenom makes mfd useless
I think it being off to the side somewhere like where Vigor/DS are now is better than the choice node option I think was being considered
We’ll probably end up using it for snd
because as a choice node, you still run into the problem of "which sims better" if its in its current spot
Drop cttc completely for more damage in the spec tree
switching mfd/cb with vigor/deeper could work
And just mfd snd
i hate snd and i hate that we dont take cttc
so dog
Snd is fine. It’s free damage
But we go back to the “spinning too many plates” issue that sin had in 9.0 before cttc was introduced
i think cttc will be in general more of a niche pick
Juggling 3-4 short times things isn’t fun
snd lasts long enough to make it a non issue to maintain
didnt ask its boring
its more comfort
So’s rupture
rupture gives me energy its extra poggers with the sauce
Rupture synergizes with a lot more, especially with a lot of the newer talents
hmm
All of assassination’s kit is boring
Scent of Blood exists now for example
i dont see it on the tooltip

Good man
Idk if it’s in alpha I never got access
from a quick look
But it’s 110% on VW on retail
would be nice if the class tree had like a forced utility node or smth
maybe
It’d be weird that realz would let that change go through, considering he was a pvper
like i dont mind having a little spec utility like iron wire n shit but if we take it it shouldnt feel too bad
I can test it right now
Unless its a bug, Internal Bleeding does not proc VW on alpha
and it is not on the tooltip either
Yeah, for the assassination tree, a lot of the utility like iron wire feel dead because they're out of the way (not forced on you, so technically good?), but we don't really get enough points to throw around onto extra stuff
I mean, we don't even get enough points to justify cttc in its current form
its a current passive made 2 points, AND nerfed from its live form (2s instead of 3s)
I like having the attack speed, but I just don't get the justification of even having it be a button press. Its like it exists purely to put a bit of a ramp into our opener.
You can get iron wire in m+ pretty easily because theres so little in terms of aoe throughput
which doesnt make sense when they make poison application so much higher in the opener in the same breath
you basically have forced utility nodes with the initial 8
I meant spec tree
you probably won't skip shadow step on the sin tree
or your 2nd charge of shiv
I wonder how much of that is because rogues have their first gate 1 tier higher
we're still the only class with that right?
you can design it
having the first gate at 3 just means you can have more choice in one of the other gates
how many nodes you put into the first 3 does decide the dynamic however
I dont hate it, just curious
Looking around the other trees, the difference seems to be other classes have more 1 pt nodes up top
so seems to serve as the "stop and pick something else" since a lot of ours are 2pts
you can just look at subtlety
subtlety has a only one point nodes before the first gate
true, definitely more node heavy on the top than assassination though
but i think the assassination tree is decently well designed
the choices mostly seem good and the tree is easy to understand
some more pathing would be great
the pathing is really my only gripe with assassination's. The rest is pretty good
and well... it would be nice if we could replace exsanguinate with something better
can only really nitpick at a couple things on it
Like there's an empty spot in each "path" right under Vicious Venoms, Deathmark, and Leathal Dose respectively. Technically could add something there to break up the 3 pointers before the capstones, but that would probably break the 20pt gate
God bless
They could replace it with a talent that makes you /train every time you mutilate and it’d be better
and some of that changes if/when you add more connectors between the paths
The best changes would be more connections and making our 3 points 2p and adding an extra 1p above or below them
I mean the 3pt dumps seem to be there primarily as a way to prevent 2 capstones which is fine
Just combine them into a choice node
There's some deliberate placements to prevent certain combos, just gotta make sure none of that breaks.
Hm all 3 preview talent sheets dont take the -3% DMG from Taget Psn?
You can definitely break up Dashing though
Nah whats better than a 3 point node is a 2 point then a 1 point its literally the same thing but better
Atrophic poison
did you read the big bold at the top
or did you just ooga booga into the tree
everything other tree is moving away from 3p nodes for a reason
and then tab into discord without reading literally anything
they suck
A 3 point node should either not exist or have maximum 1 in a tree for an extremely powerful trait
breaking up dashing into the poison crit chance and poison crit generating energy would fix the weird first point being more powerful than the other 2 problem
Oh Yeah sry 😅
and I get and can totally agree with needing to make sure DTB + KB doesnt happen, but am of the personal opinion that a choice node would have been a better solution to that. Just doesn't feel great when you have to gimp other parts of the tree for that one problem.
simple example is the extra point to block DTB + KB also blocks DTB + IC, which has nothing to do with the intended solution. Meanwhile KB + IC is still possible, so its definitely not a "only 1 capstone allowed" thing.
Of course the problem would be coming up with something cool enough to fill the spot
Guess you could technically throw Sepsis into that spot, splitting it from the SBS choice node.
its really this simple
the 2 on the right feel better than the one on the left
different paths can lead up to them but as long as the paths have those last 4 points restricted you can prevent a multiple capstones
obviously that design goal may have changed at this point and it could be possible for us to get multiple capstones in the future
but the fact is unless a 3 point node is giga strong restrictive 2+1 or 1+2 is just objectively better
getting more cool shit is pog
one thing to keep in mind is
that you need to keep in mind that the tree won't get deeper, so you can't just add a new row of nodes
yeah thats true
some rearranging might need to happen
but its not like our tree needs to be this straight line or whatever
I think assassination was one of the fewest total nodes of any spec so
I think we could use a couple more
Maybe 2 or 3 new passives
If we dont get them its whatever im not gonna lose sleep over it but personally I want us in the best possible spot
there are only few utility nodes
but i think that is fine
if you compare it to subtlety (sry that i always use it as a example)
subtlety has a lot of optional utility nodes, but it might end up with all of them as
nodes
i am personal not a fan of that
@vestal wren yeah sub definitely has more issues than sin with random bad talents, I'm not trying to say the sin tree is awful I just like to state how I personally think it could be improved
I think the to a degree restrictive nature of the sin tree works
because of how streamlined the tree is and how clear options are layed out
And even if my feedback isnt read or if it isnt directly used it could give others good ideas or spark good improvements
And I did say that I don't have an issue with restrictiveness I said that I think we could have 1 extra talent squeezed in somehow just to have a little something more
shtos, nights terror, shroud and cloaked in shadows all are very niche choices
and come with a high cost
so even if you could take them, you think twice to evaluate your alternatives
so in a sense it seems like there is "choice" in "no choice"
Not to mention double vanish, dust, the rotten, and sometimes being forced to take fade to nothing(which tbf is a smaller thing) all of which i have the impression are weaker talents for sub
if that makes sense
double vanish could see play with dust, but also might be not strong enough
Its 1 extra vanish per fight im not really convinced thats strong
the lower side in general has a lot of problems with appeal.
PV, Lingering and Rotten all do not seem to excite people and even nodes like inev are not super strong
but pv also gets a rework
but i think i go a bit to much into subtlety for the channel 😛
I like a huge amount of the talrnts on the right side for sub though
if you have a structure with very linear pathing
you rly need to have exciting nodes
Absolutely
but it is up to realz to decide what to change
Yep all we can do is lay out our thoughts and see what comes
i did state most of the obviouse issues of the tree in the wowhead post, but also did stay within a range of things that can be changed easily
as i know some people want more of a re-work
I think the class tree is more of an issue than the spec trees
what might not be doable
the class tree has its own issues
i think some problems are easy to solve
putting cheat death earlier is one example
Yep
Dont love that but ok
Idk how much time there is for changes but i would want to see a more comprehensive class tree rework
it would even make sense
subtlety did usually have 2 charges of step, so putting step further down would mean you need to dip more into it
Yeah but as a sin player i think we were all really excited for double step
If thats the direction it goes, its whatever and weve done it before but it wouldve been nice
i think thats making it more of a issue than it rly is
cheat death being deep into sub tree is the issue rly
Yeah thats an issue
because it is so core to rogue
would mean you need a new node for subtlety
Is that a problem?
i don't know
Plenty of other classes have had similar changes
I work under the assumption that we will get treated similarly to other classes
but i think one of the bigger issues is the sub side in general
find weakness seems overpowered on outlaw
and dance is atm a very dominant choice
the problem is
Theres so many throughput nodes we don't even know what to do with them
if you move dance off the tree you basically create more than one gap
removing fw and dance basically also means NS is redundant for anything that is not subtlety
Ns works for sin it already existed
Personally i think cold blood looks extremely boring
tea is just doa for all 3 specs isn't it?
well it is 5/10% per tooltip
cold blood is also fairly mild yes
so question would be what to put in those nodes
I wouldnt mind losing dance, then getting MA instead of cold blood as a capstonr
all of the button half buttons are ones i don't really want to press right now
the suggestions i saw was putting blades on the class tree
i wouldn't hate that
but i feel like having to decide between shadow blades / ER / Tea
does not sound super exciting
That sounds dogshit
Imo
Thats your main cd garbage as it is
That belongs to your spec
Even moreso than dance
hey assa used to have it in... mop?
something new would be cool, perfect time for them to get creative
Dance is something new for the other specs tbf
I think they should all be good or all be utility
does mean i don't feel bad getting vigor
putting more utility in does not sound bad
I wish we could do the shaman thing and grab all the throughput then just pick a bunch of utility stuff
but just my personal opinion
i like to look at the tree and have options i would personally love to talent into
instead of deciding what is the least bad one from choices i don't want
Yeah 100%
but then, what is exciting and not rly depends on the player
ER is probably the one node that is the most "love it or hate it"
Yeah
Rn its mostly just worse than dance
And it was always useless on sin so
The main lame thing for sin though is that not being able to go er means we cant get anything in the middle really
So recuperator, imp ambush, acrobatic strikes, elusiveness are all dead talents
it will be interesting to see iterations on the tree, in the end its up to the dev team to decide on a direction
I would be very surprised if our trees don't end up with at least a similar philosophy to otber trees
depends
the class tree for sure could be more utility and less dps nodes
for the spec trees, i think we mostly see smaller changes
Yeah of course
But theres still a good amount of room for improvements, especially for sub
Look at unholy, they got like 8 new talents this build
I could talk about this shit for hours man i would looooove to talk about rogue talents with more people
100energy is not worth a talent point
like, its nearly worthless
IF tea would do something like double your energy reg for a while in addition of giving 100 energy? yeha it COULD have some use, but rn its DoA
could be just energy cost reduction for X secs
i mean, it would result in more or less the same in that case tbh
the 3 charges currently could make it okay-ish
but iirc the energy income is fairly high with talent nodes
so you don't rly need it
was just a quick brainstorm example to make it somewhat better
but i am with you, it would need some changes to be appealing
i think some of the very old rogue players like the talent to come back
for mostly nostalgic reasons
"oh thank god, they bring a thing back that has absolutly no use, but muh VANILLA WOW NOSTALGIA!!!!"

reminder that tea never went away
you could always use it
it is just 100%ussules
^ def needs something done to it to make it more appealing
Same logic as cold blood
Unless it works with dots i guess
Either way its kinda boring
Yeah thats like ok but
Constant energy
Wdym
But either way i dont think 1 ability critting is particularly interesting
nvm
said it yesterday to push once
my problem rn is more or less
the rogue tree started really strong
but now that we see other classes get their stuff getting more devolopment and what they can do/chose
rogue feels really bad in comparison
i didn't rly change my opinion on the rogue tree tbh
For the record, even before alpha came out when miz mentioned cold blood as a possible talent i said it sounded ass then too
i remember getting pinged from people when saying the choice seems fairly limited
its just
when i look at warrior/shaman
and then a rogue
i feel somewhat...cheated?
Warrior has its own problems tbf
all trees have some sort of issue
its more about the options warrior has
but i think rogue ones are obviouse
Shaman has too many globals of utility even
rogue has imo the worst class tree out of all classes in the game
not sure
Old mage tree
CLASS, not spec
druid/priest probably also not that great
But rogue is pretty dog
Druid class tree isnt totally doomed
didn't get a lot of positive feedback from ferals
Its mostly all the spec trees for druid that are awful
but yes
i think what you discribe is mostly about hype
there is always a bit of a honeymoon phase before people see problems
other class trees just makes it more obviouse
we can SOMEWHAT push that aside cus they admited that they have problems with those rn and they are pushed back and see fixes later down the line
it seems like their main dev takes a break
my problem with the rogue tree is more like, instead of chosing what to do
but yes, the focus on DH did leave rogue waiting
its "take shadow dance+some other stuff"
cus everything else just sucks and is not even worth a thought rn
tbf, i had heavy critic day1, and got more positive cus of dev feedback, that slowly went back into critic again cus it seems like nothing got changed/fixed really
SHADOW DANCE AS A CLASS ABILITY IS A GIANT MISTAKE AND SHOULD NOT EXIST JESUS
Does seem like we started with the early dk model of a lot of throughput and spec stuff to the full class, with a capstone tailored for each spec
i think part of the issue is resource allocation
e.g. realz does a rly good job talking to us
but also him working exclusively on DH does mean no iteration on subtlety
in the same timeframe you have other classes/specs get multiple iterations
besides that, one big thing to keep in mind is that rogue was one of the first trees to release
Yeah they hadnt figured out their overall philosophy
so there was more experience when working on other trees as well as a lot of feedback
i do repeat that quite a bit
in hopes that realz or others share a bit more information
but it is fairly hard to atm give targeted feedback
yeha, its just that rn it feels like, the feedback is heared, but nothing happens
because the direction/ideas are not clear
wich is frustrating
there also don't seem to be consistency between classes
some get things that would 100% be a talent node baseline
also how dynamic you are in choice is quite diffrent
amount of utility/dps nodes, etc
e.g. just to mention dh as it is the newest tree
dh gets tank sigils seems quite big to me
yep, thats also a big one
many classes get a "here, you get a best-off-all-time"
rogue is "chose 1, cant take anything else"
Idk ive been feeling like consistency is building
i think they probably work towards it
All the classes that have been getting changes seem more similar to each other
but also more communication would be vital
New trees seem to have a similar model
And at the same time i dont think everything needs the exact same philosophy
or where feedback is wanted
But certain things do need to be standardized
i think there needs to be a somewhat consistent structure
to know what to expect
like just a simple example
if i rly don't like a talent node
should i be able to skip it?
Things like overall utility vs throughput balance, how op new shit can be, good pathing, stuff like that should all be standard
100%agree man, dont get me wrong
if you look at the subtlety tree, you run into that often due to the linear stucture
but there should be SOME form of system
cus it felt a bit "we let a class dev do whatever they want"
so we had some classes that where "yeha, you create your normal gameplay loop+1-2 new additions"
Even though it started that way I think I'm seeing it get better
tbh i think that was potentially the idea
to let every dev come up with their vision
and other classes that are "here, you get your gameplay loop 3points into the tree and then get 20different old legendary/tier effects"
and then try to bring things closer together
and if that the case it might be good
as it allows everyone to be creative
(but also means you need to re-visit a lot of decisions that wouldn't fit once you try to bring concepts closer together)
the ion interview also brought up some questions


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