and the setup is for testing purpose, not for its effectiveness, cuz then i would just have 3 mages.
Modifié par Sharog, 22 novembre 2009 - 08:00 .
Modifié par Sharog, 22 novembre 2009 - 08:00 .
Sharog wrote...
song increase dmg roughly by the same amount as flaming wpn last time i checked, and it also increase Crit and Att rating, and unless u hit 100% of the time, u always need more att rating.
and the setup is for testing purpose, not for its effectiveness, cuz then i would just have 3 mages.
Sharog wrote...
looking at the scrolling combat text i have never seen +20 popping up from flaming wpn during a hit. most is like + 9 something. also looking at my overall hit rate, with 150 hit rating buffed im only hitting 93% of the time on my war. so i believe more att rating stilll helps.
Sharog wrote...
what i ment is a similar ability to tainted blood, in this case it is called blood thirst. i believe it is very similar to tainted blood for rogue in term of dmg increase. hence should nullify that particular benefit.
Like I said, you can't rely on the paralyze proc anyway in such a situation. Combat Stealth is usually enough by itself to reset aggro and get the archers to target your tank. If that doesn' work, Dirty Fighting is a lot more reliable than the paralyze rune. One activation gives you enough time to kill an archer or caster (especially if you have Coup de Grace).The reason one would use paralyzing runes is at any given moment fighting an enemy archer or caster they are likely to not have higher agro towards ur tank than ur rogue which is trying to backstab them, due to the slow attack speed on ur tank it is unpractical to wait for him to engage an enemy ranged unit first since u could already have killed it by then.
The travel distance isn't that much more than for a warrior, it's usually just another second or so to move from face to back. Sometimes it takes longer if you're fighting in a really cramped space or the enemy's in a corner, in those cases yeah the warrior has an advantage I agree.due to how fast mobs die in DAO, it really shrink rogues dmg by a large amount due to the travel distance to get in to a flanking position.
Dunno about you but I lead with my tank when I expect to fight, and if the archers see the tank first they never seem to switch targets to the rogue, at least when the rogue has light armor and the tank doesn't. Even in the situations where your rogue gets aggro first (*cough* cutscene ambushes *cough*) or gains it during the fight, you can just flick stealth on and off to lose aggro. In any case rogues get a passive Power of Blood talent that increases stealth movement speed so it's not that much slower than regular running.not to mention against ranged units it is even impossible to backstab unless u get in to stealth first. which slows down ur movement speed even more.
I'll give you that, warriors have better Whirlwinds and DW sweeps since those can't backstab.and against melee unit, area effect attacks favors warriors by a large amount.
If we're assuming min/maxed rogues we can assume proper micro tooPS: In a group environment, a DW warrior can be put in to auto-script and still melt face, while a rogue in auto-script is worse than an archer pre dex fix.