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1.11 Rogue changesFollow

#1 May 25 2006 at 12:00 PM Rating: Decent
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Was looking at the patch notes for the test server and came upon the Rogue changes that you guys might be interested in. Not really much here, though it is nice that detecting traps will be passive and that they fixed pick pocket.

Also, changing you talents will be less expensive as they are adding a decay on how much it costs to change specs.

* Detect Traps is now a passive skill.

* Pick Pocket: This ability will no longer trigger effects on your target.

* Slice and Dice: This ability will no longer play its sound effect twice.

* Vanish: Cancelling your Stealth aura while Vanish is running will now cause Vanish to be canceled as well.
#2 May 25 2006 at 2:00 PM Rating: Decent
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so does this mean they still arent going to fix the vanish bug?
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#3 May 25 2006 at 2:20 PM Rating: Decent
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That was supposedly already fixed in 1.10.2.
#4 May 27 2006 at 1:47 AM Rating: Decent
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what vanish bug?
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#5 May 27 2006 at 3:06 AM Rating: Decent
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Another note that impacts the rogue class:
Spells like Multi-Shot and Cleve will no longer hit a rogue who is stealthed. I got this lil bit of info from the hunter forums.
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#6 May 29 2006 at 11:44 PM Rating: Decent
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yeah, supposedly, but they didnt, mine still bugs on me, am glad about the stupid mutil-shot bs though, that is annoying as hell, now what about all the other retarted ways to take a rogue out stealth? like a warrior doing is -atk pwer shout and it dropping us from stealth, thats so stupid
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#7 May 30 2006 at 3:16 AM Rating: Decent
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The vanish bug is like, if you vanish and then click out of stealth, you'll still be in stealth mode. It's a wierd bug, but still its advantageous for us. Slice and dice's sound effect? I really don't care about the double sound. I like the detect traps thing, it helps a lot with clicking on stuff. The pick pocket thing is cool too. Does it mean that whenever you pick pocket an enemy with lightning shield on, you won't take damage?
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#8 May 30 2006 at 4:39 AM Rating: Default
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Quote:
* Slice and Dice: This ability will no longer play its sound effect twice.


Oh my god, overpowered!
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#9 May 30 2006 at 2:36 PM Rating: Decent
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that is not the vanish bug i was refering to, the bug i was talking about is where vanish doesnt work, as in, you are getting beat on by numerous mobs, no dots or anything of that anture that would normally unstealth you, you click vanish and they continue to beat on you, taking you out of stealth and killing you
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#10 May 30 2006 at 2:50 PM Rating: Decent
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Theres also rumors that autoshoot will hit after you vanish in pvp. And then theres the bug w/ stealth where pets/summons can still hit you if you stealth before they reach you.

As for changes, it was mentioned in an earlier post but:

Quote:
Stack sizes have been updated:
Stacks of 20
Flash Powder
Rogue Poisons (Instant, Crippling, etc.)
Rogue Poison Reagents (Essence of Pain, Deathweed, etc.)


Also unconfirmed rumor about poisons staying on after zoning instances and such (unsure if this will include BG's)


As for chain-effects not taking us from stealth, I believe it includes shouts, BUT if you're able to be seen by the person using cleave, multishot, ect (ie: level difference, human racial, stealthed w/ hunter mark) they'll still hit you and pull you out.

And no, lightning shield wont pull you from stealth if you pickpocket (remember, these dont go live until next patch so currently it will).

Edited, Tue May 30 15:57:50 2006 by Vinmathus
#11 May 30 2006 at 4:12 PM Rating: Decent
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Just like to point out, That we got a whoapping 4 lines of Text compared to every other class, which got at least a paragraph or 2.

And vanish bug still broken. Pets still charge through stealth, and Vanish doesn't drop aggro.
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#12 May 30 2006 at 6:24 PM Rating: Decent
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Well, 2 classes have their reviews...and a few other classes have as few lines as us. It's not so bad (as long as they give us a good review -- which I am quite nervous about).

If they could make poisons stay on between instances/BGs...that would be great (but I think my attitude would be "it's about time they fixed that").

The new PvP sets are great though...and I am definitely going to do that grind for awhile as they have made those sets something worth getting now.
#13 May 31 2006 at 2:59 PM Rating: Decent
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I am not as optimistic. I have practically given up. I am just gunna get full BF, some nicer weapons, and then just Park my rogue until Naxxramas. I got a druid I started to play, and I figure I will lvl him up to 60, and gear him out as well. We will see, if they fix us, I will park the druid. But I doubt it.
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#14 May 31 2006 at 2:59 PM Rating: Decent
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I am not as optimistic. I have practically given up. I am just gunna get full BF, some nicer weapons, and then just Park my rogue until Naxxramas or maybe even expansion... I got a druid I started to play, and I figure I will lvl him up to 60, and gear him out as well. We will see, if they fix us, I will park the druid. But I doubt it.

Edited, Wed May 31 16:08:07 2006 by SaberStriker
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#15 May 31 2006 at 3:46 PM Rating: Decent
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It's pretty depressing to know its more fun to play a rogue from 1-39 then it is at 60. I say only to 39 because after that you start dealing with plate issues.


I'm still hoping for a great review, otherwise Im going to have 3 chars I never play....
#16 Jun 15 2006 at 1:56 PM Rating: Decent
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pets hit rogs while their stealthed because pets have the same detect as the owner but most likey 360' vison. and if the pets are on aggressive. it doesnt' matter if they'r owner can't see you. they have their own detect range so stay out of the pet's detect range. you're cloaked in shadows not invisble.
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#17 Jun 15 2006 at 2:24 PM Rating: Decent
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Addermine wrote:
pets hit rogs while their stealthed because pets have the same detect as the owner but most likey 360' vison. and if the pets are on aggressive. it doesnt' matter if they'r owner can't see you. they have their own detect range so stay out of the pet's detect range. you're cloaked in shadows not invisble.


I think the problem is that you can be spotted from 50 yards out and a lock, or hunter (even without marking you) can sic there pet on you. If you stealth right after they sic the pet, the pet will still go after you. And it shouldnt be able to.

Locks have DoTs to keep you out of stealth at 41 yards. Hunter's have Hunter's mark, which has a huge range. They dont need bugs to help them as well.


At least thats how i understand it. I seem to have had that happen to me a few times.
#18 Jun 16 2006 at 3:13 AM Rating: Decent
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Quote:
Locks have DoTs to keep you out of stealth at 41 yards


correction, max range of warlock is 36 yards(destruction or affliction talent). yeah 5 yards might not seem much, but warlock vs hunter fights, it becomes painfully obvious.

but... stealth shouldn't be the end all/be all of abilities like a lot of you want it to be. it's already painfully annoying/powerful as-is.
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#19 Jun 16 2006 at 5:58 AM Rating: Decent
Phaltruism wrote:

* Detect Traps is now a passive skill.


So we lose the Swirly Ball of Death? No! It's the closest thing we have to a buff effect. What are we supposed to do in Buff Fests now? Equip Pets or /Dance?

Phaltruism wrote:

* Slice and Dice: This ability will no longer play its sound effect twice.


Did anyone even notice it played the sound effect twice?
#20 Jun 16 2006 at 11:48 AM Rating: Decent
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thought it was actual sound. the *Tshik* *Thsik* was cut down to one *Thsik* I liked it more doubled up.
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