Every Wednesday, Chase Christian of Encrypted Text invites you to enter the world of shadows, as we explore the secrets and mechanics of the Rogue class. This week, an interview with acclaimed Rogue theorycrafter Vulajin.
If you have ever been to the Rogue section of the Elitist Jerks forums, chances are good that you've read one of the amazing posts by Vulajin of Mal'Ganis. His Roguecraft spreadsheet and Rogue PvE DPS discussion thread are amongst my most treasured resources. Still very active in the community, he's been involved in some of the recent work concerning boss crit depression and a possible change in a Rogue's chance to miss.
I had an opportunity this week to sit down with the very intelligent and self-effacing Vulajin and talk about a few different topics, and I wanted to share some of that discourse with you today. We talked a great deal about the current Rogue hotness that is Honor Among Thieves and also concerning the impact that we as players can make upon the design of WoW in the future.
Playstyles
Chase Christian: Do you believe that there will ever be more than 1 viable Rogue talent specialization? Considering the fact that Rogues are the class most associated with theorycrafting and min/maxing, do you believe that it's possible to have two specs perform equally (at the same gear level / raid level)? There are different playstyles, but considering that a Rogue only cares about maximizing damage (which not all do, but for the sake of argument) will only truly have one option in a given scenario, even if the difference is only a couple percent?
Vulajin: Mathematically, it is effectively impossible to balance two specs perfectly against one another without having all of their talents be carbon copies of one another. Practically speaking, we currently have two roughly equal specs in Mutilate (51/13/7) and Combat (7/51/13 and its variants). They are not numerically equivalent, but each has advantages in certain situations, and each brings a raid debuff. One will inevitably appear higher on the spreadsheets, but subjective considerations like fight-specific tasks, raid composition, and even loot drops tend to make the decision less mathy than it has traditionally been.
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