Rogue Weapon Mastery Passive

Was there any specific reason why they are the way they are? Like Come on now Daggers give 15% increased damage to Healthy Enemies? This only applies to enemies above 80% HP…

Swords give a FLAT 9% increased damage.
Bows give 12% increased damage to Vulnerable Enemies
Crossbows give 15% increased critical strike damage…

It seems like a no brainer to pick a sword over dagger… At this point. Same with the Crossbow for the added 15% Critcal Strike Damage.

I wish you could change weapon type with transmog.

Also, I guess they started with the idea that you would have builds that did massive damage at the start (maybe shadowstep was higher dmg) but then things changed…that shadow realm spec for rogues was changed to preparation.

I suppose Deathblow could work that way in a certain level range but after you get past 40% (?) crit it’s no longer a real choice between dmg to healthy and crit dmg.

I remembering seeing a SoJ screenshot which gave “atk” and “Def” as affixes…it was the screenshot that started the rumor you could only use one unique item for the whole character (due to poor wording).


It can also be a …not great way to nerf barbs having 2 extra weapon slots.

Yeah same here, I mean the barb can essentially do the weapon change with its specialization unless I’m mistaken. But yeah it mean couldn’t it just be changed to not healthy enemies and then tuned down to the swords. I mean the rogue has 2 Unique daggers. and the 1 Unique ultra rare doombringer, but that 9% is better i feel.

I think it’s to emphasis the critical damage you can do, so basically to do one shot killing on healthy enemies.

If you play Hota Barb you can only use the 2hand mace. Which has increased overpower damage …lost for words

I misread. Sorry i was wrong, im used to random complaining without warrant

Vulnerable is much easier to get than critical strike. So, you will get the extra bow damage more often. Maybe not that much often but…

Similarly, you will always start a battle against a healthy enemy. So, you will do more damage with a dagger. Once again, maybe not that much more but…

Oh i fully get that all the scenarios, the Initial damage to healthy is nice, but with the massive falloff after that, it just seems the 9% would be more in the long run. But could be entirely wrong. Granted im currently using 2 daggers, since i haven’t had a decent sword drop with the stats i want. But my old setup before Ancestral items the sword / Dagger was bread and butter. Sadly always been using crossbow for the added stats.

Presuming that you have a “decent” build, you should be one shotting most mobs and the 15% is just icing on the cake. So, see how hits you are taking the defeat a single monster. If it is less than three, dagger would be the icing on the cake and mobs would fall even faster; if it is more than three, swords would be better as you are right about the fall off from damage. This is not to state that your build is not viable but that RNG may not have been kind or that certain people would find that your build is “not optimal”.

Oh fully agree on that haha! im still slowly experimenting with some aspects soo maybe its just me at the moment XD.

They wanted to release the game ASAP. they didn’t have time to make all of these passives make sense or be useful.

there are quite a few questionable ones in the skill trees not just for rogue, but for other classes as well. Its like they want to semi force a hybrid build play style it seems.

No, they didn’t think of any “playstyle”. they made 3 types of skill classes for each class just like d3 and then organized then in a tree so it didn’t look as linear. Then some contractors filled out some numbers. There’s no way they actually play tested this for anything other than game breaking bugs. They have no standards for release other than “it works”.

My rogue isn’t high level, but wouldn’t a bow with exploit glyph give you 12% basically all the time?