Ideas to improve energy regen and get the same love Warriors did over the last 20 years with their improvements to rage cost, ability cost, GCD’s etc.
Vigor: Increase Energy Regeneration by 10% and 1 Energy every 0.1 seconds. (10 energy per second)
Venomous Wounds: You regain 10 Energy each time your Garrote or Rupture deals Bleed damage to a poisoned target.
Thistle Tea: Restore 100 Energy over 4 seconds. Mastery increased by 13.6%.
Improved Ambush: Regains 5 energy.
Tight Spender: Energy cost of finishing moves reduced by 5.
Path of Blood: Increase energy regeneration by 10 per second.
Rogues do not need a larger energy pool, we need more regen like you fixed for Warriors with their Rage starvation.
Remove Deathmark GCD For more seamless burst activation.
Change it to "While marked your Bleeds and Lethal Poisons applied to the target are duplicated dealing 100% normal damage, and tick rate increased by 10% per second to a max of 100% (then it will tick at 2x speed for the remaining 6 seconds).
Remove Roll the Bones from GCD, for the love of… why is this still on a GCD after all these years of complaints?
Remove Blade Flurry from GCD.
All of these GCD changes are a quality of life change.
Bug:
Master Assassin does not work based on the Tooltip, it does not apply while Stealthed like it states. It only applies once you break out of Stealth. This would be a bug?
4 Likes
“Master Assassin does not work based on the Tooltip, it does not apply while Stealthed like it states. It only applies once you break out of Stealth. This would be a bug?”
It would be. Can you share your data or what makes you think it’s bugged? It’s worked correctly since we’ve had it afaik, and while it might not show on the character sheet, it was working all throughout SL and DF.
Are you basing this just off the character sheet or details logs?
I agree, Roll the Bones should be removed, but it’s been so many years of asking that maybe they could at the very least just remove the GCD. It’s not a fun ability to use as is.
5 Likes
I can only really speak for Assassination atm. I think all the spec needs is for Mutilate to be lower energy.
In AoE you already have infinite energy from Venomous Wounds. In single target you have high apm at the beginning of the pull due to your massive 300 energy pool, but once you start getting low you have to start pooling for your next set of cooldowns. The contrast of energy generation from one instance of Venomous Wounds to 6-12+ instances are two different play styles basically. However, instead of having to implement an over complicated solution of target capping Venomous Wounds to provide similar energy generation in single target and AoE. You could just reduce the cost of Mutilate.
Mutilate costs 50 energy and generates 2 combo points. Fan of Knives costs 35 energy and generates 1 combo point. On the surface level Mutilate looks more energy efficient, but with the talents Seal Fate and Momentum of Despair, Fan of Knives is better in two or more targets. Fan of Knives is so efficient that in large target count pulls, you can get max combo points for 35 energy. This is also while you have far too much energy to spend from all the instances of Venomous Wounds.
So I ask, please nerf Mutilate’s energy cost. This can fix Assassination’s energy issue with single target while not touching their AoE.
11 Likes
Mutilate is the bottle neck for any proposed energy change. This is a better action plan than whats been proposed by some others. It just seems a bit too easy of a fix and im afraid of issues down the line. For now, itd certainly do, especially considering Sin has the least CP gen of all 3 specs in ST.
3 Likes
Thank you.
Very happy to read a suggestion from someone who understands the spec.
3 Likes
u need to play a mage or a ret pally for blizz to even read these suggestions
1 Like
Like the other guy said, mutilate uses a massive amount of energy.
Going along the lines of “assassination”, taking ambush off of a random proc chance (why would an ambush ever be random, especially for an assassin?) and giving it a proc on shadowsteps and full combo ruptures would be in line with internal bleeding and fit in with deathstalker’s shadowstep cooldown reduction.
I think in theory if that doesn’t fix the energy issue, then dropping the mutilate cost to 40 energy definitely would.
1 Like
If I had to improve Sin Rogue, I would just increase the damage of Garrote. Probably like 1 mil damage baseline. It’s not that hard to tune in PVP, it’s one ability.