BoneScythe, 9 piece Rogue Tier3 Set.
Set Bonuses:
2 Piece: Your normal melee swing has a chance to invigorate you, healing you for 90 to 110.
4 Piece: Your Backstab, Sinister Strike, and Hemorrhage critical hits causes you to restore 5 energy.
6 Piece: Reduces threat caused by your Backstab, Sinister Strike, Hemorrhage, and Eviscerate abilities.
8 Piece: Your Eviscerate has a chance per combo point to reveal a flaw in your opponent's armor, granting 100% critical hit chance for your next Backstab, Sinister Strike, or Hemorrhage skills.
Bonescythe Helm
+28 Strength
+30 Agility
+29 Stamina
+2% Chance to Hit
+2% Chance to Crit
Bonescythe Ring
+30 Agility
+10 Stamina
+1% Chance to Hit.
More here.
Analysis
2 piece:
Godly. It's effectively a free Crusader enchant without the AP buff or cracked up Lifestealing enchant without the 30-45 damage.
4 piece:
O M F G. Crank in some numbers. Assuming a 30% crit rate and no special attacks, the energy regen rates (energy regened per second) are:
Hemo: 5 energy/3.5 seconds * 30% = 0.43 E/s
SS: 5 energy /4.0 seconds * 30% = 0.38 E/s
BS: 5 energy /6.0 seconds * (30% + 30%) = 0.5 E/s
Although a fixed energy regen appears to favor abilities that costs less energy, it actually benefits Backstab the most after factoring the crit rate from Improved Backstab.
No special attacks involved is a pretty valid assumption when Ruthlessness (R) and Relentless Strikes (RS) are factored into the situation; 25 energy finishers becomes effectively free.
Eviscerate, only 35 energy finisher, is also free when you factoring in the energy regen. Assuming a typical 20 second to build up 5 cp for SF dagger builds and 30 second to build up 5 cp for non-SF dagger builds, the energy regened are 10 and 15, making Eviscerate effectively 25 and 20 energy respectively, inline with other finishers.
So this 4 piece set benefits Seal Fate builds tremendously, with a 5% energy regen rate per attack. Further, it would turn the 25 energy finishers into 15 energy finishers. Combined with R and RS, you would actually GAIN energy when they proc!!!
6 piece:
Junk. Who needs reduced aggro anyways when you can vanish. On top of that, we can feint when we are running too high on damage meters. BTW, according to the test server data mining, it reduces the threat generated by specials by 8%.
8 piece:
Nice for rogues, but it would be best paired with SF builds where energy/combo point generation dominates the DPS output.
Overall I would think 4BS/5DD would rock in PvP.
Naxxramus Items
King's Fall (105-158 Damage, 1.80 Speed)
+16 Agility
+1 Chance to Crit
+1 Chance to Hit
The Hungering Cold (138-257 Damage, 2.70 Speed)
+15 Stamina
+40 Attack Power
Hammer of the Sun (104-194 Damage, 2.00 Speed)
+4 Agility
+4 Strength
+4 Stamina
+10 FR
+10 SR
+1 Chance to Crit
BloodElf Racial
- Arcane Affinity - Enchanting increased by 15
- Arcane Torrent - Silence all enemies within 8 yards for 2 sec. In addition, you gain 20 Energy, Mana or Rage for each Mana Tap charge currently affecting you.
- Magic Resistance - All resistances increased by 5
- Mana Tap - Drains 50 mana from your target and charges you with Arcane energy until cancelled. This effect stacks up to 3 times.
11 comments:
The 6'th set bonus might be interresting if there was some way to see your exact hate compared to others.
Ya, but the thing is, Threat management should never been an issue for rogues. :p
So let's see...mana tap is probably instant, which means for 3-4.5 seconds of global cooldown you basically buy yourself a Rentaki's. Pretty awesome. Would you say arcane torrent > WoTF?
You won't even have to worry about fear with the AoE silence. Just AT right before your stun wears off for another 2 seconds to chop on the headless chicken.
Id be more concerned with Blood elf warriors... 3 mana taps, thats 60 freakin rage. Thats insane >.<
Although i guess we are yet to see how hard it would be to do this, THats pretty massive.
you're a geek. do you even take time off to pee?
I personally still like the 6pc bonus for raiding.
Sure, vanish helps with aggro immensely, but during the initial part of the encounter, we can concentrate our energy less on feinting and worrying about pulling aggro and more on continuing to rack in the damage.
The bonus also scales with damage dealt, unlike feint - something to definitely consider once there are rogues toting these new 73 DPS monstrosities. I haven't mathed around with it yet, but the bonus could effectively function as a second feint in terms of hate reduction per 10 seconds once the weapons are that large. Later on, possibly more.
Also quite nice for aggro-sensitive encounters, as well.
Anything that allows me to feint less is something I like. Even if it's not nearly as cool as the other set bonuses, it's not something I'd label as "junk."
The 6 piece bonus is apparently -8% threat on those abilities. (Source: http://thottbot.com/test?sp=28811 )
Not exactly overwhelming.
Who cares about threat to be honest? As long as warlocks and fury warriors do equal or almost equal our dps without a mid fight vanish, feint and anything that makes it better is entirely useless :)
Thats why a Blood Elf can't choose Warrior class......
Bloodelfs dont have warriors so :D
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