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Misfitz138
03-19-2014, 03:28 AM
Heard they were broken, is this still true? Wanting to max out the skill, but not for nothing

Sheriff
03-19-2014, 11:11 AM
Nope they work

Rhambuk
03-20-2014, 09:24 AM
it works but still very very rarely worth it.

Sheriff
03-20-2014, 04:22 PM
Snare poisons help me fear kite with intimidate in LGuk. Seems very useful there.

Thulack
03-20-2014, 05:23 PM
pretty sure mobs run at snared speed when intimidated if they are snared or not.

dax
03-20-2014, 06:15 PM
pretty sure mobs run at snared speed when intimidated if they are snared or not.

give this nerd a cookie ;)

Cecily
03-22-2014, 06:00 PM
Pretty sure they.. no. No they dont. Worst thread.

Sheriff
03-24-2014, 10:22 AM
It seems to stack for me which helps fear kiting in a dungeon. I play red which means whatever I say is different in strategy then my bluebird friend Cecily.

Rhambuk
03-24-2014, 11:39 AM
intimidate is so unclassic here. Enjoy it rogues!

Sheriff
03-24-2014, 12:50 PM
intimidate is so unclassic here. Enjoy it rogues!

Haven't really played since the xp debacle on red. The patch notes say that it's now more classic, what does that mean?

Rhambuk
03-24-2014, 01:32 PM
havent played rogue in a while but on live rogues got instill doubt monks got intimidation.

with instill doubt rogues were unable to backstab fleeing mobs, it just didn't work. Rogues should have instill doubt here and not the intimidation version that allows for backstabs.

Cecily
03-24-2014, 03:28 PM
havent played rogue in a while but on live rogues got instill doubt monks got intimidation.

with instill doubt rogues were unable to backstab fleeing mobs, it just didn't work. Rogues should have instill doubt here and not the intimidation version that allows for backstabs.

This is a little right and a little wrong. All the same, our fear is really nice here and it sure would suck if too much conversation on the subject got it changed.

Cecily
03-24-2014, 03:30 PM
It seems to stack for me which helps fear kiting in a dungeon. I play red which means whatever I say is different in strategy then my bluebird friend Cecily.

I'm not replying to you. Sorry for the confusion, please don't hurt me.

pretty sure mobs run at snared speed when intimidated if they are snared or not.

Pretty sure they.. no. No they dont. Worst thread.

Feared mobs do NOT run at snared speed.

williestargell
03-24-2014, 04:12 PM
Think its too late, didnt they make it more classic last patch?

Rhambuk
03-24-2014, 06:05 PM
This is a little right and a little wrong. All the same, our fear is really nice here and it sure would suck if too much conversation on the subject got it changed.

hush hush, I've been quiet for years i shant be silenced any longer!

Cecily
03-24-2014, 06:39 PM
Backstab and Instill Doubt were on the same timer. If you used backstab as a free hit, ID would autofail (backstab wouldnt grey it out, it just failed). Classic rogue fear: You did all the scary theatrics you do here, only they were followed by a kick (which could hit or miss) and THEN a fear check on a successful hit. Process took about 2-3 seconds, not the instant and amazing thing we have here. There that feels good to get out.

You absolutely could backstab with the fear effect active though. It was kinda the whole point.

I missed the recent patch notes, so I'm quite excited to test it out the "more classic version."

Rhambuk
03-24-2014, 06:41 PM
I just remember it sucking

Cecily
03-24-2014, 07:50 PM
It used to save my butt every now and then on hill giants. But yes it sucked!

Cecily
03-24-2014, 11:10 PM
Well done Haynar! I've only used it a couple times, but it feels just like classic.

Lamil
03-25-2014, 11:34 AM
Well done Haynar! I've only used it a couple times, but it feels just like classic.

Agreed it seems right now. Always waiting for that kick animation before they go running off.

Lyrith
03-25-2014, 11:38 AM
So is it better or worse now for a rogue to use?

Cecily
03-25-2014, 10:04 PM
The skill is much less overpowered now, and has a higher probability of failing. Still works ok though. It's good and bad, but my rogues can kick things now and that makes me happy.

drktmplr12
03-26-2014, 08:19 AM
Haven't really played since the xp debacle on red. The patch notes say that it's now more classic, what does that mean?

Intimidate doesn't attempt to apply till the end of the animation. in addition, snare effect should be gone.

Ugrask
03-26-2014, 09:45 AM
I find the change to be a minor annoyance, I just end up taking more hits now waiting for the animation to go off. Then constant failure until the mob is at 20% and about to run anyway(max skill for level)...and in regards to snare, I just duo with my buddies ranger, evens out.