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Meetup Animated

saedo — Mon, 08/30/2010 - 01:22

This Drupal thingy won't let me upload this gif, so to bypass that, here's a blog.

 

 

When I saw:

  • http://picasaweb.google.com/bloomcb/DownfallMeetup2010#5511067627083532482
  • http://picasaweb.google.com/bloomcb/DownfallMeetup2010#5511067637628752418
  • http://picasaweb.google.com/bloomcb/DownfallMeetup2010#5511067643364672738

Thought it'd be interesting to combine them.

 

Another one:

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Mice Mice Baby

saedo — Wed, 07/21/2010 - 16:40

So I had a question on the shoutbox a few days ago.    I believe my mouse is dying, it just stops working randomly, but works again if I unplug and replug it.  Then it's all fine and dandy again for 15 mins or a day or somewhere in between.   

It kinda gives me false hope that everything's all fixed again, but it's making me think that maybe I should upgrade.    I've always used cheap mice, 2-3 buttons, scroll wheel, cause this was one piece of hardware I didn't care about.      Perhaps time to try something better with moar buttons!

So now I basically went to a Best Buy and took a look at what was out there, how they felt, and how far should I really splurge into this.     I'll list the ones that caught my eye, tell me if you got any insight to any of these or others.

 

Logitech M500:  Seems to be a good standard mice that's above the 3 button variety.

Logitech MX Wireless:  This only caught my attention cause it's on sale atm.   Advertised as a high powered wireless mouse, but at this price, maybe I should just dive into the gaming mice.

Logitech G500:  Now it's the whole gaming mouse with 10 programmable buttons.    Splurge worthy?

Razor DeathAdder 3500:  It glows, but is it worth considering over the G500?

Razer Naga Laser MMO:   How bout getting 17 whole buttons?   This thing looks to have a whole damn keyboard at the tip of your thumb.    Go go one handed playing for realz!

SteelSeries WoW MMO:  15 buttons here it appears and customized for WoW and all.   That D button at the thumb looks interesting to use.   But to get something specifically for WoW, or something more flexible for other stuff, or maybe this is flexible either way.    How is it vs the Razer?

 

So, what do you think I should splurge on?    Got any others worth mentioning?

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Cataclysm Rogue Preview

saedo — Thu, 04/22/2010 - 16:59

So my turn at making a post on Rogues.

In World of Warcraft: Cataclysm, we'll be making several changes to class talents and abilities across the board. Here, you'll get a glimpse at what's in store for the rogue class, including a look the new high-level abilities and an overview of how the new Mastery system will work with the rogue's different talent specs.

New Rogue Abilities

Redirect (available at level 81) : Rogues will be getting a new ability to help them deal with changing targets. Redirect will transfer any active combo points to the rogue's current target, helping to ensure combo points aren't wasted when swapping targets or when targets die. In addition, self-buff abilities like Slice and Dice will no longer require a target, so rogues can spend extra combo points on those types of abilities (more on this below). Redirect will have a 1-minute cooldown and no other costs.

This is all right I guess.   It does address a bit on our losing our "rage/runes/mana" (sorta) when changing target to target.   With a 1 minute CD, it's a little bit of extra burst, little less ramp up time for adds.   But it's not that huge, a slightly better quality of life thing.

Combat Readiness (level 83) : Combat Readiness is a new ability that we intend rogues to trigger defensively. While this ability is active, whenever the rogue is struck by a melee or ranged attack, he or she will gain a stacking buff called Combat Insight that results in a 10% reduction in damage taken. Combat Insight will stack up to 5 times and the timer will be refreshed whenever a new stack is applied. Our goal is to make rogues better equipped to go toe-to-toe with other melee classes when Evasion or stuns are not in play. This ability lasts 6 seconds and has a 2-minute cooldown.

This would mostly be a pvp move.  It can seem a bit OP at most, but when players adapt to seeing this they can work around it.   All it takes is for you to stop attacking the rogue for 6 seconds, and the stacks will fall off.  So like most things, bad players will be screwed, good players that are attentive and have the tools will negate this.    For PvE, maybe during fights with constant raid damage or so it'd help the healers out a bit.   But rogues are dps heroes, we don't care, dps dps dps til we kill ourselves right?

Smoke Bomb (level 85) : The rogue drops a Smoke Bomb, creating a cloud that interferes with enemy targeting. Enemies who are outside the cloud will find themselves unable to target units inside the cloud with single-target abilities. Enemies can move inside the cloud to attack, or they can use area-of-effect (AoE) abilities at any time to attack opponents in a cloud. In PvP, this will open up new dimensions of tactical positional gameplay, as the ability offers a variety of offensive and defensive uses. In PvE, Smoke Cloud can serve to shield your group from hostile ranged attacks, while also drawing enemies closer without the need to rely on conventional line-of-sight obstructions. Smoke Cloud lasts 10 seconds and has a 3-minute cooldown.

This potentially has some major implications.   But when it comes right down to it, if rogues find a way to use it to negate any major boss mechanics, Blizz will simply fix it to not work on it anymore.   But in the meantime, maybe use it to LoS trash for the tanks.   Maybe use it to save the healers/ranged from being targetting by some ability.  Maybe.     PvP will probably be more fun, create your own LoS pilller kind of thing.

 

Changes to Abilities and Mechanics

We're also planning to make changes to some of the other abilities and mechanics you're already familiar with. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we want for each spec.


  • In PvP, we want to reduce the rogue's dependency on binary cooldowns and "stun-locks," and give them more passive survivability in return. One major change is that we'll put Cheap Shot on the same diminishing return as other stuns. The increase to Armor and Stamina on cloth, leather, and mail gear will help with this goal as well.    So, rogues are less squishy

  • In PvE, even accounting for active modifiers like Slice and Dice and Envenom, a very large portion of the rogue's damage is attributable to passive sources of damage. Yes, they are using abilities for the entire duration of a fight, but we want to reduce the percentage of rogue damage that comes from auto-attacks and poisons. More of their damage will be coming from active abilities and special attacks.   Nothing really new here, they've always said they wanted more yellow damage out of us.  Will likely somehow boost our finisher damage more (while balancing the others) to tip the scale more towards yellows.  

  • We would like to improve the rogue leveling experience. Positional attacks and DoT-ramping mechanics will be de-emphasized at low levels and then re-introduced at higher levels for group gameplay. We are also providing rogues with a new low-level ability, Recuperate, to convert combo points into a small heal-over-time (HoT).    More non-dps abiltiies...   Well, I'd guess this is like our very own Gift of the Naaru, but self only.   So a bit of a heal if we really need be.  Less downtime while levelling/soloing.

  • To complement the change to combo points, non-damage abilities such as Recuperate and Slice and Dice will no longer have target requirements and can be used with any of the rogue's existing combo points, including combo points remaining on recently killed targets. This will not affect damage abilities, which will still require combo points to be present on the specific target you want to damage. To coincide with this, the UI will be updated so that rogues know how many combo points they have active.   This is kinda like back in Vanilla and early BC, where combo points remained on a dead target for a few seconds and rogues were able to refresh SnD inbetween adds.   Well with this, this de-emphasizes what Redirect would do for us, but I guess more is better.

  • Ambush will now work with all weapons, but will have a reduced coefficient when not using a dagger. When opening from Stealth, all rogues will be able to choose from burst damage, DoT abilities, or a stun.  This sounds nice, gotta see the final numbers to see if it's worth it.   Cause atm, I don't even bother with steath as Combat.  As mutilate, I just mutilate from stealth to get the combo points to ramp up faster.   So, these better hit damn hard if they want us using them, pve that is.

  • As we've done recently with some of the Subtlety abilities, we want to make sure more rogue abilities aren't overly penalized by weapon choice. With a few exceptions (like Backstab), you should be able to use a dagger, axe, mace, sword, or fist weapon without being penalized for most attacks.     Sub will likely be a fairly huge revamp if Blizz wants to keep their goal of 3 viable specs, we'll have to see.

  • Deadly Throw and Fan of Knives will now use the weapon in the ranged slot. In addition, we hope to allow rogues to apply poisons to their throwing weapons.   This is likely a nerf no matter how GC tells us that the numbers aren't final and that it's not a nerf.   The thing is, this means FoK can only proc 1 poison, instead of 2.   Utility wise, damage wise, it was OP cause it can proc 2 poisons.   But there's a de-emphasize on aoe spamming and more CC in Cata, so, whateva, we all get hit with a nerf no matter how much we don't like it.

  • We are very happy with Tricks of the Trade as a general mechanic and as a way to give rogues more group utility, but we don't want it to account for as much threat transfer as it does now.  QQ this means it'll be harder to assassinate someone in the raid.   Oh well.

New Talents and Talent Changes

In Cataclysm, the overall feel of each of the rogue's talent trees will change, as we would like each tree to have a clearly defined niche and purpose. The talent details below are meant to give you an idea of what we're going for.

  • Assassination will be more about daggers, poisons, and burst damage.

  • Combat will be all about swords, maces, fist weapons, axes, and being engaged toe-to-toe with your enemies. A Combat rogue will be able to survive longer without needing to rely on Stealth and evasion mechanics.

  • The Subtlety tree will primarily be based around utilizing Stealth, openers, finishers, and survivability. It'll be about daggers, too, but less so than Assassination.

  • In general, Subtlety rogues needs to do more damage than they do today, and the other trees need to have more tools.

  • Weapon-specialization talents (for all classes, not just rogues) are going away. We do not want you to have to respec when you get a different weapon. Interesting talents, such as Hack and Slash, will work with all weapons. Boring talents, such as Mace Specialization and Close Quarters Combat, will be going away.  This I'll like, only cause I finally (probably) don't have to respec every time I pick up a different weapon.  

  • The Assassination and Combat talent trees currently have a lot of passive bonuses. We plan to dial back the amount of Critical Strike Rating provided by these trees so that rogues still want it on their gear.

Mastery Passive Talent Tree Bonuses

Assassination
Melee damage
Melee critical damage
Poison damage

Nothing really unexpected here.   Mutilates are the poison high crit rogue, so, go them.


Combat
Melee damage
Melee Haste
Harder-hitting combo-point generators

Haste, in all likelihood, this does refer to the new haste, which means we get energy regen out of it.  So, if that's the cast, this likely replaces Vitality and Lightning Reflexes out of our tree.     Guess the 3rd mastery just boosts how hard Sinister Strike hits, so more yellow damage a go.


Subtlety
Melee damage
Armor Penetration
Harder-hitting finishers

Armor penetration for this tree is weird.   In fact, this mastery was originally the Combat's, and Combat's here.   Well it was called More Energy Regen or something like that.   But the way these 3 are lined up, my theory is that the masteries are making Assassion uses Envenom (duh), Combat uses Rupture, while Subtlety uses Evis.   The ArP would certainly be a Evis booster.  

The initial tier of rogue Mastery bonuses will be very similar between the trees. However, the deeper that a player goes into any tree, the more specialized and beneficial the Masteries will be to the play style for that spec. Assassination will have better poisons than the other two specs. Combat will have very steady and consistent overall damage. Subtlety will have strong finishers.

We hope you enjoyed this preview, and we're looking forward to hearing your initial thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

 


Well this concludes my analysis.   All in all, there's nothing ground breakingly major for the rogues.   We get a few utility tricks.   A few conveniences for target switching.    And that's about it.

Have to wait fo the Talent Tree previews to make a real judgement call for the rogues.   That's where the meat and potatoes are!      See ya then!   Or if you wanna discuss something below, go ahead.

  • Rogue
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saedo's picture

Social Experiment: Countdown to Destruction

saedo — Tue, 04/06/2010 - 03:04

Hello everyone on this Tuesday morning.    I would like to take this opportunity to just say I've recently become a fan of this Glenn Beck fellow.    He is very entertaining, like watching a real life Eric Cartman or something.    So I just felt I had to contribute to the cause, here's my thoughts....

 

So the Democrats installed a foreigner as president.   But why...  They suddenly want to drill on American soil...   And they just signed some secret pact with the Russians to destroy American nuclear stockpiles.    That must be it, they're letting the Communists invade America for its oil reserves under the pretence of getting at the Weapons of Mass Destruction!   Ingenious!

But there must be more to this, Obama's endgame.    He pushed hard for this Health Care Bill, again why.   To make everyone healthier?   Stronger?   Faster?   You know what this sounds like?   The Nazi Super Soldier program.   So that's it!    Obama's creating a nazi super army out of ordinary citizens.

With such a large fighting force built, it stands to reason it'll be used.   Where?   Mexico.   That's right, there's no other choice but to invade Mexico.   But here's where decades of planning come into play.    They've purposely let Mexicans into the US for years, cause to them, US is the "promised land".    The ones that continually "escape" into America only inspires others to follow.    So when that Nazi army rolls in, they'll welcome them with open arms cause they've been liberated.   

But what of Canada?   The northern border...   Well they're so far north anyways sharing a border with Russia so that makes them practically Communists already.   Obama's programs have already taken steps into joining their Socialist Commie union.

Back to the Mexicans, with such an influx into the American population, that can't be just the end of it.   Here's where the Census comes into play.   Oh it was no coincidence that they happened to want to make everyone do it now.    The population must be categorized.     Then the internment camps can set up.

But who to put in those camps?    Well with the Mexicans, it would add to the brown skin population.   And you know who else are brown skinned?   Arabs.   That's right, with this, the Muslim population would dramatically increase.   Then there's one logical group of people left to put in the death camps, Christians.    Every one of those will be rounded up and put in front death panels!

And that's Obama's endgame!   Creating a Communist Nazi Muslim state!

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Saedo's 3.3 Wishlist

saedo — Fri, 12/04/2009 - 01:03

All these values are taken at level 80 assuming full buffs.

  • DPS: 13192.6 dps
  • T10 2pc: 230.6 dps
Last Edited: September 1st, 2010



















CurrentItem
Main Hand[Bloodvenom Blade]
Off Hand[Scourgeborne Waraxe]
Ranged[Stakethrower]
Head[Sanctified Shadowblade Helmet]
Neck[Sindragosa's Cruel Claw]
Shoulder[Skinned Whelp Shoulders]
Back[Shadowvault Slayer's Cloak]
Chest[Sanctified Shadowblade Breastplate]
Wrist[Toskk's Maximized Wristguards]
Hand[Aldriana's Gloves of Secrecy]
Waist[Astrylian's Sutured Cinch]
Leg[Gangrenous Leggings]
Foot[Taldaram's Soft Slippers]
Ring 1[Saurfang's Cold-Forged Ring]
Ring 2[Ashen Band of Endless Vengeance]
Trinket 1[Deathbringer's Will]
Trinket 2[Sharpened Twilight Scale]
Item:DPS:Obtained:
Main Hand: [Bloodvenom Blade]
[Havoc's Call, Blade of Lordearon Kings]145.2Hard 25
Item:DPS:Obtained:
Off Hand: [Scourgeborne Waraxe]
Item:DPS:Obtained:
Ranged: [Stakethrower]
[Fal'inrush, Defender of Quel'thalas]55.0Hard 25
[Windrunner's Heartseeker]9.1Hard 10
Item:DPS:Obtained:
Head: [Sanctified Shadowblade Helmet]
Item:DPS:Obtained:
Neck: [Sindragosa's Cruel Claw]
[Sindragosa's Cruel Claw]84.2Hard 25
[Baltharus' Gift]42.4Ruby 10
[Precious's Putric Collar]8.2Hard 10
[Rimetooth Pendant]1.9Hard 10
Item:DPS:Obtained:
Shoulder: [Skinned Whelp Shoulders]
[Cultist's Bloodsoaked Spaulders]74.0Hard 25
[Sanctified Shadowblade Pauldrons]45.5Hard 25
Item:DPS:Obtained:
Back: [Shadowvault Slayer's Cloak]
Item:DPS:Obtained:
Chest: [Sanctified Shadowblade Breastplate]
[Ikfirus's Sack of Wonder]12.8Hard 25
Item:DPS:Obtained:
Wrist: [Toskk's Maximized Wristguards]
[Umbrage Armbands]45.6Ruby 25
Item:DPS:Obtained:
Hand: [Aldriana's Gloves of Secrecy]
Item:DPS:Obtained:
Waist: [Astrylian's Sutured Cinch]
Item:DPS:Obtained:
Leg: [Gangrenous Leggings]
Item:DPS:Obtained:
Foot: [Taldaram's Soft Slippers]
[Frostbitten Fur Boots]89.8Hard 25
Item:DPS:Obtained:
Ring 1: [Saurfang's Cold-Forged Ring]
[Signet of Twilight]105.6Ruby 25
[Band of the Bone Colossus]68.6Hard 25
[Seal of Many Mouths]57.6Hard 25
[Frostbrood Sapphire Ring]52.9Hard 25
[Signet of Twilight]9.825
Item:DPS:Obtained:
Ring 2: [Ashen Band of Endless Vengeance]
[Signet of Twilight]9.7Ruby 25
Item:DPS:Obtained:
Trinket 1: [Deathbringer's Will]
[Deathbringer's Will]92.9Hard 25
Item:DPS:Obtained:
Trinket 2: [Sharpened Twilight Scale]
[Sharpened Twilight Scale]117.0H-Halion 25
Item:DPS:Obtained:
Hard 10:
[Windrunner's Heartseeker]9.1Lich King
[Precious's Putric Collar]8.2Festergut
[Rimetooth Pendant]1.9Sindragosa
Item:DPS:Obtained:
Hard 25:
[Havoc's Call, Blade of Lordearon Kings]145.2Hard 25
[Deathbringer's Will]92.9Saurfang
[Frostbitten Fur Boots]89.8Marrowgar
[Sindragosa's Cruel Claw]84.2Sindragosa
[Cultist's Bloodsoaked Spaulders]74.0Deathwhisper
[Band of the Bone Colossus]68.6Marrowgar
[Seal of Many Mouths]57.6Rotface
[Fal'inrush, Defender of Quel'thalas]55.0Lich King
[Frostbrood Sapphire Ring]52.9Dreamwalker
[Sanctified Shadowblade Pauldrons]45.5Hard 25
[Ikfirus's Sack of Wonder]12.8Gunship
Item:DPS:Obtained:
Ruby:
[Sharpened Twilight Scale]117.0H-25
[Signet of Twilight]105.6H-25
[Umbrage Armbands]45.6H-25
[Baltharus' Gift]42.4H-10
[Signet of Twilight]9.825



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Saedo's Collective UIs

saedo — Sun, 11/15/2009 - 03:18

Just putting all 3 in one spot.

 

 

 

 

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