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Rogue FAQ v4
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Appendix A. Known Bugs and Issues
Skills
Special Ability Miss Rates - There was a post that warrior special abilities had a base miss rate higher than what is intended (about 9% instead of 5%). While this hasn't been verified for Rogue specials, it seems like this may be the case. And it would also explain the complaints of specials missing too much sometimes.
Vanish - This has been patched a few times now, but it still suffers from fundamental bugginess. Sometimes spells being cast on you are cancelled, other times they are not. If you Vanish while a spell or projectile is in transit, it will break. Also occasionally if you are meleeing enemies and Vanish, it will break. And of course, if you have a DoT on you while you Vanish, you will immediately drop out after one tick. It would be nice to know, at least, which of these behaviors are intended, and which are bugged.
Stealth openers occasionally do not generate their combo points - It seems to be only 5% or less of the time, but it definitely is painful when your Cheap Shot, Ambush, or Garrote doesn't give you the combo points, especially when you factor in Initiative.
Lockpicking - Lockpicking is terribly tedious to skill up, and is not something that can be done through "normal" gameplay for the most part. You have to either pickpocket farm for lockboxes, or repeatedly pick doors in instances.
Talents
Seal Fate - This currently awards 2 extra combo points on crit, instead of 1. This has been verified by community reps as a bug that is being looked into.
Cold Blood - If you have the Cold Blood buff, and your special attack misses or is dodged/parried/blocked, you lose the Cold Blood buff. It would be nice if this was not the case, though I'm not sure whether or not it's intended.
Preparation - Preparation does not reset the cooldown on Blade Flurry.
Imp. Kidney Shot - Since diminishing returns were put in for stuns, the value of this talent has diminished considerably (no pun intended). Against one target, performing a second Kidney Shot immediately after the cooldown is done already results in diminishing returns. The reduced cooldown the talent guarantees you will get diminished returns. I suggest this talent be changed so it either increases the duration of the stun slightly, or reduces the energy cost slightly.
Imp. Eviscerate/Imp. Slice and Dice/Imp. Expose Armor/Imp. Rupture/Aggression - Currently these talents work properly, but don't change the tooltip text, which makes it a little confusing.
Opportunity - Opportunity says it increases the damage dealt by a set percent. However, on the tooltip for Backstab and Ambush, which are weapon damage percent + X, if you have Opportunity only the damage percent is increased and not the value of X. The wording on the talent makes it seem like it's a bug with the tooltip, but no hard testing has been done on Opportunity at this time.
Imp. Garrote - The wording on this talent is very confusing. It should be reworded to reflect that the number of damage ticks is increased, but the damage per tick is slightly decreased.
Imp. Vanish - The placement of the talent in the tree, coupled with the fact that Vanish only lasts for 10s and is somewhat buggy currently, makes this talent pretty much never selected. The functionality of the talent should probably be changed, perhaps to decrease its cooldown, or replaced entirely by a different talent.
Imp. Distract - This talent is bad enough that it probably should be removed entirely, and replaced with something more useful.
Setup - While the talent is good in theory, in practice the frequency of combo point generation when you aren't using Evasion is not enough to make it worthwhile. Perhaps the chance to generate a combo point should be increased, but that does not change the fact that in the raid game, the talent is not useful since you typically do not want the enemy attacking you.
Weapon Specializations - Sword spec seems to only proc on the main hand sword. I'm uncertain whether or not the other specs only affect the main hand or not, and whether or not this is intended.
Fist Weapon Specialization - While good in theory, in practice it's not very useful since there is not a large selection of Fist Weapons. Furthermore, Fist Weapons have all the disdvantages of a dagger, with none of the advantages. Perhaps something to consider would be changing it so you can Backstab/Ambush with a Fist Weapon...although that may not make much sense :).
Throwing Weapon Specialization - Given the placement in the tree, well, and what it does, this talent is pretty much not worth it. It might be interesting to replace this talent with a "Fan of Knives" talent which allows you to do a cone AE attack with thrown weapons.
Misc
Reagent Stacking - Blinding Powder stacks to 20, but Flash Powder only stacks to 10. Poisons and Thistle Tea also only stack to 10. It would be nice if they all stacked to the full 20, as otherwise when you carry around different types of poisons, your powder, thistle tea, etc., you start filling up a lot of inventory space.
Raid Utility - Rogues are probably the least desired class in raids currently. We are the only class that has to fight melee, but has low AC. Not only do we take a lot of damage from AE spells, we get hit by all the AE attacks like Cleave, Stomps, etc. This makes Rogues fairly undesirable in the raid instances, since even though we can deal substantial damage, we require a lot of healing to stay up. There's very little reason currently to want to pick a Rogue over a ranged DPS class. One idea would be to give us some sort of ability to sometimes resist AE attacks, to help mitigate damage. Another idea would be simply to make a boss encounter/puzzle require Rogues to be successful, such as how Hunters are needed for Magmadar. Tigole has said that they are working on encounters in future dungeons to make Rogues useful in some way, so there is some hope.
Shadowcraft Set - Beyond the fact that the boots have +21 to Int, which there has been some indication that it may be changed, the set is pretty lackluster in several slots. Gargoyle Slashers are no doubt better than Shadowcraft Gloves, Vosh'gajin's Strand is likely a better belt, there's a couple of other blues that are better chests than the tunic. A simple thing would be just to shift out Spirit. No Rogue wants Spirit, as it doesn't really do much for us. Shifting those Spirit points into Agility, Strength, and/or Stamina would go a long way towards improving the set. Also, the Critical Strike bonus does not currently work, and I suspect the other bonuses may have similar issues.
Ravenholdt Quest - Currently this series appears to be incomplete. After turning in enough emblems to get faction, you have nothing else left to do. v Slow Main Hand Weapons Heavily Favored - This is not just one specific issue, but several factors which make slow weapons a little too favored for the main hand. First, there's the fact that if two weapons have the same DPS, the slower one already is going to have a higher damage range. Then you factor in the Attack Power bonus to DPS, which also favors a slow weapon. These two mechanics, combined with the fact that all our specials are instacast, and that some of them are percent damage increases (like Backstab and Ambush), results in slow weapons being extremely favored for the main hand. Why should a Barman Shanker (36 DPS) end up doing more damage with specials than a Deathstriker (45 DPS)? Not to mention this makes many of the end game daggers which are faster than 1.7s pretty bad main hand selections. I feel like something should be done to help normalize the damage. Favoring slow weapons is fine, but when you have a weapon 9 DPS lower than another doing more damage with specials, it just doesn't feel right.
Poisons and Instances - If you go through an instance portal of any sort, you lose any poisons placed on your weapon. This is a little frustrating.
Poisons and Windfury Totem - If you have a poison applied to your main hand weapon, and a Windfury Totem is placed down by a Shaman, you lose the poison buff entirely. This is not the case for the off-hand weapon.
End Game Fishing - There's not enough places to fish in the end game. I've discovered you can fish in Scholomance (Barov Family Vault and Shadow Vault), and you can also fish in Stratholme (inside the ziggarauts). However, both Blackrock instances, Molten Core, and Onyxia's Lair all do not have spots where you can fish. Clearly lava fishing must be added, as this is a game-breaking issue. ;)
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