View Full Version : OMG rogues can heal...
Firstcow
10-13-2010, 06:00 PM
Anyone feels a burning fire to roll 5 rogues? I sure do...
blast3r
10-13-2010, 07:42 PM
Had no idea..gotta look that up..i think people thought i was crazy for rolling 8 classes to 80 but i am damned sure glad I did!
Ualaa
10-13-2010, 08:07 PM
Rogues, Paladins and Mages...
I have 1x of each of these at 80th, and have been tempted to make 5x teams of these.
Even if they don't roll as 5x Class, but instead are mixed into existing groups.
Shadowpriests
They have the glyph of disspel thingy, which restores 3% of their max health and now they can spam it endlessly, cuz u dont need to have a debuff to use it... just imagin that x5 its 15% heal instant with global cooldown / pr char =)
Morganti
10-14-2010, 10:40 AM
shadowpriests will still have mana issues like always I'm sure
moosejaw
10-14-2010, 10:54 AM
The rogue heal is a finishing move. Combine that with alchemy/herbs to make a real nice solo/questing setup.
Maxion
10-17-2010, 07:34 AM
Shadowpriests
They have the glyph of disspel thingy, which restores 3% of their max health and now they can spam it endlessly, cuz u dont need to have a debuff to use it... just imagin that x5 its 15% heal instant with global cooldown / pr char =)
And as shadowpriests you heal for far more just doing damage, which costs less mana too.
moosejaw
10-17-2010, 03:15 PM
I want to add that the rogue heal can use the combo points left on the corpses to trigger it. This is awesome for leveling when you get some crits and kill faster than you were expecting.
Also they changed the darn herbalism heal to be a single heal (like a potion) with an increased haste for a short time.
hendrata
10-20-2010, 07:51 PM
Sorry if this is not related, but is there an addon or a way to keep track how many combo points your slave rogues currently have?
If you're going to run 5 rogues, each rogue might have different number of combo points since there are chances of generating extra CP or missed attacks and what not....
Ualaa
10-20-2010, 10:45 PM
I'm running Ferals, and have this issue.
At the moment, I cannot find anything to track the combo points of slaves.
Hit is not the main stat to go for, but it's not a horrible stat either.
If you're hit capped, then you won't miss on a given move.
And if you crit, it is 2 combo points while a non-crit is 1.
So after five moves, you are guaranteed 5 combo points.
But with the rate Feral crits, you can probably safely assume 5 CP's after 3 moves, at least most of the time.
There is a talent (20% chance per CP) to have your next nature spell (under 10sec cast) be instant.
That's the main thing I care about the amount of combo points the slaves have.
For general DPS, I'd just approximate it.
Either three or four moves, then do the finisher.
But if you need a specific number, then do that many moves.
Couldn't you use something like powerauras to put a big glowy thing on your screen when you have X number of combo points? Something that's fairly easy to spot on the smaller/slave windows/screens.
On my 5xmages when I recognise the arcane missiles proc glowy thing, I wait til all 5 have procced it then mash it. Seems similar.
hendrata
10-21-2010, 01:15 AM
Couldn't you use something like powerauras to put a big glowy thing on your screen when you have X number of combo points? Something that's fairly easy to spot on the smaller/slave windows/screens.
On my 5xmages when I recognise the arcane missiles proc glowy thing, I wait til all 5 have procced it then mash it. Seems similar.
It's true. The thing is my PC is not strong enough to display all 5 at the same time, so I've been multiboxing with just the main window open and the slaves hidden beneath that window.
I wonder if MSBT has a condition that you can put "if combo points >= 4," but your suggestion of doing 3 and apply finisher sounds good too. It simplifies things and not a huge DPS loss I guess.
Ualaa
10-21-2010, 01:17 AM
Could work.
Haven't messed with Power Auras at all.
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