WOW GOLD-What Does It Mean For Rogues
On the surface, this is probably the best way for Blizzard to nerf RMP without hurting individual classes. Historically RMP had a very hard time against warlock teams when damage/survivability tilted toward the defensive side. After the AR/prep buff in TBC, RMP had a clear edge over warrior/lock/druid and won several tournaments. Then AR/prep was nerfed, the fel armor can no longer be dispelled, suddenly Fnatic was beating everyone and Nihilum beat Korean RMPs with ease at Blizzcon world finals, thanks to S2 gear's low damage, high defense game. WOW GOLD.Meanwhile, S4 live servers and Korean tournaments with S4 gear, 4+4+2 (4T6+4S4+2 Glaives) rogues and mages in heavy PVE gear put RMP on top again. And we will continue to see RMP power fluctuate based on the damage vs. survivability ratio.
Inflame warrior/lock/druid and DK/lock/druid teams can already go 50/50 or better against any RMP team as we speak, will 3.2 give them the decisive advantage? Higher durability should allow priests to play more aggressively, and druid life bloom's final tick was nerfed by 20%. In theory, this should allow the RMP team to swap from target to target, coupled with offensive dispel spams, druid hots may or may not be able to keep up. Innervate was also halved in duration/cooldown. Consider the druid will probably never innervate first 20 seconds of the game, it is highly unlikely he will get off more than one innervate per match against RMP, essentially the druid lost 25% of his total mana in this fight. WOW GOLD. I have seen this match so many times, RMP blows cooldowns and pressures the druid team. Druid is at 0 mana, priest at 40%. Druid gets back to 100% mana, and priest ends up going OOM when druid goes back down to 40%. The mana game will be a lot tighter this time around, but lock/druid/x teams will continue to be RMP's toughest match-up. See all of the definitive WoW Gold making Guides that can earn you fortune and fame.
Fortunately, cleaves should be easier to deal with, as it is one of the few match-ups where the RMP actually wants to go late game. You have a few more globals to peel for your priest against cleave teams, and once you survive the first 45 seconds or so, the RMP should be able to control the fight and pull away with superior CCs. Several talents/abilities in the game have also been changed from x% armor to x% physical damage reduction (such as priest inspiration), further cutting into cleave's power.
I hope they buff subtlety a little more. Shadow dance on 1 minute cooldown is a great change. The majority of your damage is dealt in the first a few globals as you unload the entire energy bar. Shadow dance specs can't really kill any one outside of the dance, and having multiple shadow dance windows per match is going to help the spec a lot. I really hope they make filthy tricks a more dominant talent, hemo and backstab need loving as well. WOW GOLD.Maybe swap deadly brew and serrated blade so rogues of every spec can get the talent? A lot of our strength is balanced around double wound, without it plate simply laugh at us to buy World of Warcraft Gold.
I believe DK/Warlock/Druid will be the strongest comp of 3.2. DK/lock DOT damage are unchanged from 3.1 to 3.2, while all other forms of damage take a 10% discount. This is already a strong comp and I can't see RMP dropping any of the three targets. Even cleave will have a very hard time with them once DOTs are spread out. DK did lose 5% sustained damage while standing on desecration, and roughly 10% scourge strike damage, but in this comp it is all about the DOTs any way.
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