Simple suggestions to make the Covenant abilities better (re: not perfect, but improved).
Echoing Reprimand - Should always either charge both 1st and 2nd CP’s, 2nd and 3rd CP’s, or 3rd and 4th CP’s with 50% chance to charge 1st and 2nd , 35% chance to charge 2nd and 3rd, and 15% chance to charge 3rd and 4th.
This would make it more forgiving and allow people to deal with the unpredictability of CP generation. Damage tuning could be tweaked to whatever it needs to do after this mechanical change was made.
End result is that ER should feel “good” to use a lot of the time, and still function well even if you get a charge on CP’s further down the line.
Bone Spike - Revert the Fracture change. Nerf the initial hit to 25% and increase the DoT portion to 25% (still overall nerfed but would be a much better damage spread for what it’s purpose is supposed to do).
Sepsis - Add Unstable Affliction type effect for a portion of the damage to be dealt if dispelled (perhaps 50-75% of end damage if dispelled - and apply cooldown reduction).
Target surviving the full duration should add a second temporary charge to Vanish, usable (or NOT) within 10 seconds of the final damage being inflicted.
Flagellation - (as someone else suggested [sorry I already closed the tab and I’m lazy]): Double the Damage on CP’s consumed when consumed on non-damaging finishers (Kidney Shot / SnD).
Change the Mastery Bonus to Vers (or if you want something thematic - Leech) so it benefits all rogue specs - lower the percentage to 5% and make it straight up additive.
Nerf the synergy with Deeper Daggers either by changing it’s damage type, or making it only inherit a portion of the Deeper Daggers bonus from Sub - and increase the base damage of Flagellation to compensate (Idea being it should still be stronger for Sub if it remains Shadow but not 150% stronger. It needs to be attractive to each spec - and not the de facto pick if you are Sub.
Just my 2c.
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I like the idea of having a 2 CP wide range to hit for ER, although I feel blizz would invert your suggested chances.
Bone Spike will probably remain at very low AP coefficients because many people are reporting it being 2nd best or otherwise very close on ST. Adding more targets makes it blow way past the other choices and it still has a lot of strong QoL. I do think they should add the fracture back though.
As someone else suggested, swapping the vanish/mastery on Sepsis and Flagellation sounds like a pretty good idea to me. I think the deeper daggers conduit just needs tuning in general, and we’ll likely see it’s rank 15 value reduced a lot.
Flagellation could allow you to recast (and hopefully remove the auto-cast on the debuff expiring) to vanish, with an increase to its cooldown.
While Sepsis goes down to 45-60sec CD, and lasts for 15sec, granting 1% additive mastery (or whatever stat) each time you proc poison against the target for 10sec up to 10 stacks.
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I like the Sepsis Vanish idea, not being forced into stealth after using the ability makes it user friendly and allows the player to use it at optimal times.
Flagellation needs some flat damage buffs on top of giving Versatility, it’s a huge step up from Slaughter but it’s damage is still really weak, they should reduce the amount of Combos to proc it but massively increase each hit. This would make it viable for Mythic+ as it’s not good for most trash packs.
My idea for the Kyrian Covenant would be a total rework.
(30s CD 35 Energy Your finisher deals 30% more damage and have an additional effect.)
- You press the Kyrian Covenant and use it on Rupture, followed by FoK which triggers it’s bonus effect hitting all targets struck by FoK with the beefed up Rupture.
- You press the Kyrian Covenant and use it on Rupture followed by Garrote which triggers the bonus effect causing all bleeds to deal double damage for 12 seconds.
- You press the Kyrian Covenant and use it on Envenom followed by Mutilate causing your Mutilates to extend the duration of your debuffs by 2s lasting for 15s. This would work with Toxic Blade(Shiv in SL) and Exsanguinated bleeds.
I’ve always wanted an ability for Rogues that combined abilities for an additional effect, it fits our classes theme and would provide us with a Covenant that had multiple uses depending on how which effect you wanted to trigger.
It’s probably too late in development to have an intricate Covenant, even with the delay I’m sure they’re just going to give it a flat buff and call it a day. To avoid too many combinations and balance issues they could limit it to 3 or 4 for each spec.
Flagellation second activation should give us the Vanish and Sepsis DoT should increase Mastery per tick until maybe 10~15%. Vanishing with a shadowy spell makes a lot more sense than poisoning someone and we will finally have agency in when we Vanish, which is someone everyone has been asking for ever since Sepsis was introduced.