Sooo What about Distract in the Fatebound rotation?

I see that there has been feedback that they will move away from Feint in the rotation which is great, but Distract is mentioned multiple times in the Hero Tree. Are we really going to need to distract as part of our damage rotation? I feel like this should be changed along with Feint, no?

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pvp standpoint:

Distract already has like a 30 sec cd and cant be used on your targets in combat.

It’s only going to work with 2 abilities. At most, Surprising Strikes will make me put distract on my bars and itll just be used in openers.

The other choice-node Cloud Cover sounds dumb unless the cloud of smoke works like smoke bomb. 90 sec cooldown on Distract is a bit weird if it just applies faze. No Scruples sounds okay. Main problem with distract being used is your target cant be in combat. So distract is only ever going to be used once, -MAYBE- twice in pvp.

and for PvE, it’s just going to be used on trash mobs, when in raids and m+, most enemies can see stealth anyways where you cant get too close. At most it would probably be okay for leveling up but yes this is a dumb talent that’s very situationally used. More of the rogue dev’s genius takes on the class he doesnt even understand.

If its going to be used in the Hero tree, then Distract needs additional tuning, like usable when your enemies are in combat.

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Distracted is just the wording when a target is fazed. Distract with cloud cover feels nice but doesn’t work like actual smoke bomb as it isn’t a 1:1 usage. Cloud cover can be used on targets in combat as well.
Surprising strikes is nice, makes generators of your choice have punch instead of noodle hits. Deathstalker’s flensing knives and deathstalker’s mark generator also give punch again which felt nice on alpha.

The eviscerates / envenoms from Darkest Night (Deathstalker) and from Coup De Grace Trickster) also pack a nasty punch for us Subtlety rogues or our Outlaw brothers.

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Fatebound is with the coin.

The coin stacks usually to 5-6 pretty fast with proper usage and the rogue gains a lot of punch with all attacks via heads or a nasty cosmic school hit that can crit on your choice of finisher.

Definitely gave SBS bone spikes some upfront lethal hits or envenoms for assassination as an example or tacked on an extra 260k crit to killing spree for outlaw.

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How useful is that in TWW when i’m estimating we’re gonna have like 3m hp season 1 lol

I wouldn’t bother looking at the numbers as that can change. What matter is the mechanics.

:surfing_man: :surfing_woman:

Not looking a numbers but based on that “sometimes” those hits are equal to the actual finishers themselves suggests the effects are strong. (Leveling gear for comparison). Dispatch as an example hits for around 250 (without summarily dispatched) as a reference and only rtb buffs up. It is as if the rogue did the finisher twice. (Looking at it function wise to what it adds more so). Outlaw and Assassination can steady chunk a target down regarding fatebound while still retaining their kits (crackshot doing some big hits on the difficult enemies) and envenom hitting for a solid chunk instead of df where comments have been about finishers lacking (especially season 1 where finishers stunk even with 7 cb pts).

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