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Posts Tagged ‘glyphs’

Doesn’t Mean Anything About Rogue Survivability

May 29th, 2009
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I redid my mutilate/prep glyph graph from a few weeks ago and thought it was worth sharing:

Looks like cloak has emerged as the popular option for the contested third glyph slot. It’s what I’m using, and it seems pretty strong, especially for surviving double DPS and tanking Death Knights. I do miss 35 energy gouges though!

EDIT: As usual the graph is based on rogues in top 200 2v2 teams on US-Reckoning.

EDIT2: Kiru of Frostmane is the guy using the spree glyph in his assassination spec. Hoping it’s just armory update lag :\

chronic Rogue , , ,

Turn Evil into Whine

May 1st, 2009
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Dresorull has posted patch notes for the upcoming changes in 3.1.2, there’s some minor rebalancing of priests and destruction warlocks.

Penance cooldown is going back up, maim is an actual stun (maybe?) and innervate is getting a pretty decent PvP buff. Most importantly from a rogue POV, they’re removing spammable blood boil!

I mentioned in my last post about paladin glyphs that using Glyph of Turn Evil was basically a metagame choice. Since then, I’ve seen maybe two death knights in arena, and not many more warlocks, so I think it’s time to retire it in favor of something more exciting.

So, as usual, it may be educational to see what everyone else is doing…

(Reckoning 2v2, top 200 teams)

Today I’m defining “holy paladins” as paladins who have holy shock and at least one point in unyielding faith which should hopefully narrow it down to PvP healing specs only. I’m not going to worry about deep prot healing specs, at least… not yet.

Here’s the same chart run against the infamous Bloodlust battlegroup:

Note that the top 200 teams actually goes right down to about 2k rating at the moment, so a lot of these people are probably not superstars.

chronic Data Mining, Paladin , , , , , ,

Glyphs on the Armory!

April 17th, 2009
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3.1 has brought some new changes to the armory, notably the inclusion of both specs on the talents page, as well as the associated glyphs. I’ve been curious about glyph choices for a while, so my obligatory Friday graphing extravaganza is going to focus on PvP glyphing.

The fact there’s no arena season going at the moment means there’s no real pressure to re-glyph immediately, and it’s entirely possible people are concentrating on PvE while Ulduar is shiny and new. Nevertheless, here’s a graph of glyphs for mut/prep rogues (the only requirement for this is that they have a point in mutilate overkill1 and a point in prep) in top 300 Reckoning 2v2 teams.

There are currently 40 such rogues, out of 65 rogues total in the top 300 teams.

I’m currently running Mutilate, Vigor, and Gouge. I’ll have to see how much time I spend peeling death knights off my healer to decide whether the Gouge glyph is worth keeping; I can see a stronger case for Prep now that Death Knights and Paladins both do more of their damage with their melee weapons, and now that warriors are getting a few (much-needed) buffs.

1 I’m doing the analysis with overkill instead of mutilate since there’s a display bug that sometimes makes your point in mutilate disappear. I doubt there’s many rogues with overkill and prep but not mutilate. Stranger things have happened though!

chronic Arena, Data Mining, Rogue , ,

Summons and dismisses a rideable mechanical gnome head

February 25th, 2009

The initial (and as far as I know, incomplete) patch notes for 3.1 are available on MMO-Champion and although I’m a bit late I thought I’d go through the interesting Paladin changes.

First, the relevant glyph changes:

  • Glyph of Exorcism – Increases damage done by Exorcism by 20%. (Old: Your Exorcism also interrupts spellcasting for 2 sec.)
  • Glyph of Beacon of Light – Increases the duration of Beacon of Light by 30 sec.
  • Glyph of Divine Plea – While Divine Plea is active, you take 3% reduced damage from all sources.
  • Glyph of Holy Shock – Reduces the cooldown of Holy Shock by 1 sec.
  • Glyph of Hand of Salvation – When you cast Hand of Salvation on yourself, it also reduces damage taken by 20%.

Well, they’re not as exciting as Pain Supression while stunned or Cloak becoming a shield wall, but I can certainly see that shock one getting some use. The exorcism glyph nerf was absolutely inevitable once you factor in the changes to the spell, but secretly I hoped that it would at least be something useful for holy.

The Death Knight Unholy tree has been shuffled around quite a bit and Gargoyle is now at the top – I have no idea whether it will change how people spec, but less gargoyles would make the Turn Evil glyph a lot less attractive.

Exorcism can now be used on all targets, but is now a guaranteed critical strike vs Undead and Demon type mobs.

This is a cool change. Bursting down felhunters is going to be a bit easier, and having an instant damage spell which doesn’t share a cooldown with your instant heal is going to be nice for gib opportunities. At the moment if you have a full HoJ duration to burn somebody you don’t really have enough spells to fill four globals.

It’s not going to hit nearly as hard as holy shock, but it’s cheaper (8% vs 18%) and has a 30y range instead of 20y.

Judgement of Light now procs off spells as well. (Previously only “attacks” would trigger this)

Bonus. I actually find there’s a lot of situations in 2s where light is the only useful thing I can judge, so extra procs via Icy Touch (or whatever) are welcome.

Purifying Power (Tier 6) now reduces the cooldown of your Exorcism and Holy Wrath spells by 17/33%. (Previously increased the critical strike chance of those spells by 10/20%)

Taking this would change Exorcism from 15 seconds to 10 and Holy Wrath from 30 to 20. I’m not sure the spells get used enough to justify taking this talent. That’s okay though, I don’t really have the points to spend there anyway!

Pure of Heart (Tier 5) now reduces Curse, Poison, and Disease effects by 15/30%. (Previously was 25/50% but did not include poisons)

Probably a good change. It’s too strong against hex/tongues at the moment, and 7 seconds instead of 5 seems like a reasonable comprimise. My initial thought was that this would be fantastic versus Wyvern Sting but it turns out that’s actually getting reduced to 6 seconds in PvP so it’s not as big a deal as I imagined. Still, 4.2s Wyverns and 7 second rogue poisons are pretty nice.

And hey, the more globals I can force a hunter to spend applying Serpent Sting the less globals I’m getting LnL Explosive Shots to the face, right?

Blessed Hands has been moved from Tier 5 to Tier 4 and now reduces the mana cost of Hand of Freedom, Hand of Sacrifice and Hand of Salvation by 15/30% and cooldowns by 10/20%.

If you take this in conjunction with Guardian’s Favor you can get a 14 second freedom on a 20 second cooldown which is significantly more uptime than the baseline version. On the other hand, this talent used to grant dispel resistance, so this change might actually be an average uptime decrease. Nerf tranq shot?

While pretty minor, the HoSac and HoSalv (if you glyph it) cooldown reductions will be nice.

Improved Concentration Aura’s (Tier 4) reduced silence/interrupt effect now works while any aura is active.

This is really nice. A lot of games versus (for example) mage/rogue I’ll be forced to sit in conc aura even when nobody is on me just so my partner doesn’t die in an imp CS. With this change I can use frost and mitigate more damage, or ret for the Sanctified Retribution bonus!

Blessing of Kings is now a baseline ability. Trainable at level 20.

This one has been a long time coming, as Rohan will be quick to tell you. A lot of holy specs can’t really fit kings in (especially PvE ones) and it’s an irreplaceable and strong buff. I’m curious to see what they’ll replace the talent with since tier 1 prot looks kind of empty now. Since the alternative is Divine Strength, I’m hoping it’ll be something generic enough to appeal to holy.

EDIT: The replacement is “Divinity: Tier 1 protection talent, increases healing done by and to you by 1/2/3/4/5%.” Holy crap, that is sweet. Now how do I fit it into my build?

Divine Guardian (Tier 4) now has been changed to redirect damage “(up to a maximum of 150/300% of the Paladin’s health).” (Previously had no limit)

Rough, but probably necessary. HoSac + DG was a targetable shield wall, admittedly at the cost of your primary defensive cooldown.

Improved Hammer of Justice (Tier 4) is now a 2 point talent, reducing the cooldown of Hammer of Justice by 10/20 sec. (Previously had a 3rd rank that reduced cooldown by 30 secs)

Slight nerf, but more targeted at retribution paladins I think. Prot gets to keep their 30 second HoJ and holy just has to live with it. If things go live like this, I’m not sure anybody would be speccing holy/prot anyway.

Improved Retribution Aura has been removed from the game. Improved Retribution Aura’s effect has been merged into Sanctified Retribution (Tier 5).

There’s not really anything much else to spend points on in the ret tree, but I’ll take it.

Divine Purpose has been moved from Tier 5 to Tier 6.

This change breaks 49/0/22 completely, which is kind of sad. The talent is still not out of each of the 37/0/34 variations so I’ll be curious to see if they’re happy with those builds existing or whether they’ll make further changes. Making the top 20% of the holy tree actually interesting for PvP would be a good start!

The rogue changes are pretty minimal (and entirely PvE oriented) so I’ll wait a bit before I go into those. That said, let the record show that I am all for normalizing instant poison proc-rates so I can actually use my dual Anarchies!

chronic Paladin , , , ,