5.2 Class review

Combat Rogue gotten a slight buff they now gain 5% more attack power from passive. I tested this we are talking 5-10 more dmg per 100 dmg = still not viable
Combat looks legit blade furry hits more targets so in a mid fight could prove interesting for epic damage spreading
 
Combat looks legit blade furry hits more targets so in a mid fight could prove interesting for epic damage spreading
Yes but we are talking 30-40's since I tested this in DM and the spread dmg was 80-90 dmg and if you count the resilience most twinks have it with not be more than 30-40 hits additional targets get hit for+ Sinister Strike deals less dmg than hemorrhage and also requires more energy so in the long run it will not be alot of pressure you can put, sadly.
 
Disliking Rogues in 5.2 - I cannot compare it to much though as my last Rogue twink was in 3.2 if remember correctly. I am finding Balance Druids and Priests (both Shadow and Discipline) incredibly challenging if they are even half decent - unless I can kill a Balance before they Rejuv once I have 0 chance due to their kiting abilities and insane heals and my lack of speed due to the removal of Sprint.
Priests; their shields are far too overpowered. Last I read on an active [Power Word: Shield] was it absorbed an insane 900 damage at level 19! So the average twink has about 1,500 health. Add 900 bubble. 2,400 damage to attempt to burn - and if it is a priest, add the extra heals they do.
Hunters are, well... Hunters still - not as overpowered as Priests and Druids right now, but still the usual.
Mage; being a Rogue, if they can freeze me and Blink away, I have most possibly lost already - but if I can get them to a low enough health before they Blink away, with applied Deadly Poison and Hemorrhage I can sit back and 'Throw' until the freeze effect (if Every Man for Himself is on CD) and usually they will be dead.
Warrior; only found one Warrior that gives me trouble - Sqooshi and that is usually due to him being with a healer.
 
Disliking Rogues in 5.2 - I cannot compare it to much though as my last Rogue twink was in 3.2 if remember correctly. I am finding Balance Druids and Priests (both Shadow and Discipline) incredibly challenging if they are even half decent - unless I can kill a Balance before they Rejuv once I have 0 chance due to their kiting abilities and insane heals and my lack of speed due to the removal of Sprint.
Priests; their shields are far too overpowered. Last I read on an active [Power Word: Shield] was it absorbed an insane 900 damage at level 19! So the average twink has about 1,500 health. Add 900 bubble. 2,400 damage to attempt to burn - and if it is a priest, add the extra heals they do.
Hunters are, well... Hunters still - not as overpowered as Priests and Druids right now, but still the usual.
Mage; being a Rogue, if they can freeze me and Blink away, I have most possibly lost already - but if I can get them to a low enough health before they Blink away, with applied Deadly Poison and Hemorrhage I can sit back and 'Throw' until the freeze effect (if Every Man for Himself is on CD) and usually they will be dead.
Warrior; only found one Warrior that gives me trouble - Sqooshi and that is usually due to him being with a healer.
I agree, but rogues (if played right is probably the most pushing class in 19 atm, ofc balance druids can dot everything up and explode things up with starsurge and mages with the 4 stack barrage, but the amount of sudden pressure a single rogue can put on 1 healer, and completely take him out of the fight in an FC situation, by forcing him to heal himself and waste globals on himself instead of his/her FC and watching the health drop desperately trying to keep both him/she and his/her FC up.
 
I agree, but rogues (if played right is probably the most pushing class in 19 atm, ofc balance druids can dot everything up and explode things up with starsurge and mages with the 4 stack barrage, but the amount of sudden pressure a single rogue can put on 1 healer, and completely take him out of the fight in an FC situation, by forcing him to heal himself and waste globals on himself instead of his/her FC and watching the health drop desperately trying to keep both him/she and his/her FC up.
I do enjoy it for the pressure it brings to healers - such as Priests and Paladins (little pressure to Restoration Druids due to the ability to stick with Rejuvenation and Swiftmend). It would be nice if they at least brought back the infamous Sprint of level 10.
 
I do enjoy it for the pressure it brings to healers - such as Priests and Paladins (little pressure to Restoration Druids due to the ability to stick with Rejuvenation and Swiftmend). It would be nice if they at least brought back the infamous Sprint of level 10.
Or gouge, but also on druids you just build up 5 combopoints, get Thistle Tea rdy, go hemo spam until 1k ish HP, Evis, thistle tea and hemo 2-3 cp evis again and profit(add torrent in that rotation if belf) that way you can take a r druid out of the fight for 5-10 seconds forcing them to kite and maybe even regrowth where you ofcourse go for the kick making him unable to heal FC except reju ofc, and that leaves an extra global of pure dmg into the druid adding more pressure. All this is ofcourse theory but still ideal
 
Or gouge, but also on druids you just build up 5 combopoints, get Thistle Tea rdy, go hemo spam until 1k ish HP, Evis, thistle tea and hemo 2-3 cp evis again and profit(add torrent in that rotation if belf) that way you can take a r druid out of the fight for 5-10 seconds forcing them to kite and maybe even regrowth where you ofcourse go for the kick making him unable to heal FC except reju ofc, and that leaves an extra global of pure dmg into the druid adding more pressure. All this is ofcourse theory but still ideal
Theoretically this could work well. However, my main is Restoration and I have been since '07. This could work, unless they are a good kiter. If they can kite you around an object, such as one of the logs in Warsong Gulch they can still viably heal their own team, as well as keep you out of the way of attacking their other team mates for a short period of time - and any druid of any decent quality would not be seen dead below 50% health at this level as it could mean instant death. That is just MY opinion though!
 
Theoretically this could work well. However, my main is Restoration and I have been since '07. This could work, unless they are a good kiter. If they can kite you around an object, such as one of the logs in Warsong Gulch they can still viably heal their own team, as well as keep you out of the way of attacking their other team mates for a short period of time - and any druid of any decent quality would not be seen dead below 50% health at this level as it could mean instant death. That is just MY opinion though!
Agreed ;)
 
Priest Bubble is the worst to come up against though as a Rogue. Take for example a Discipline Priest with, say... 1,600 health. now add the 900 absorb. Total of 2,500 health, yes? Plus! Most twinks will have Arena Grand Master - another 750 - 1,250 damage absorbed (let us use the 1,000 mark absorb for this example). This totals at 3,500 health to get through within a couple of seconds - if wishing to burst. My average, self-buffed - on PvP target burst is about 300 dps. Cutting down to 150-ish after 5 seconds. Meaning - on average, I would have gotten them down 1,500 health - without bubble, they would nearly be dead as is. However, that would be a rare sight! Meaning they would be at 1,000 health and no doubt able to refresh their bubble (another 900 absorbing) - however, if I got through their bubble they would no doubt pop their Arena Grand Master absorbing (roughly another 1,000).
So looking at the amount a fully BiS Discipline Priest can heal and then also deal! You'll have trouble defeating one. This is without any CC's.
 
Priest Bubble is the worst to come up against though as a Rogue. Take for example a Discipline Priest with, say... 1,600 health. now add the 900 absorb. Total of 2,500 health, yes? Plus! Most twinks will have Arena Grand Master - another 750 - 1,250 damage absorbed (let us use the 1,000 mark absorb for this example). This totals at 3,500 health to get through within a couple of seconds - if wishing to burst. My average, self-buffed - on PvP target burst is about 300 dps. Cutting down to 150-ish after 5 seconds. Meaning - on average, I would have gotten them down 1,500 health - without bubble, they would nearly be dead as is. However, that would be a rare sight! Meaning they would be at 1,000 health and no doubt able to refresh their bubble (another 900 absorbing) - however, if I got through their bubble they would no doubt pop their Arena Grand Master absorbing (roughly another 1,000).
So looking at the amount a fully BiS Discipline Priest can heal and then also deal! You'll have trouble defeating one. This is without any CC's.
I agree with you to a certain point, in a buble duration I would build up 2-3 cp and apply a SnDand then autoattack the bubble off leaving me with a high amount of energy to burst down the time between the next bubble saving eviscerate for the next absorb and then popping torrent leaving him naked for a good amount of time since no longer renew and penance/FH being very easy to kick.
 
Eriwen, I'm not entirely sure how blade furry works, but if u hit a 5 point evis on a priest with blade furry up and it crits, will the damage spread by that blade furry be mitigated by armor of players around? Because 40% of 800 on 4 additional targets seems quite potent.
 

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