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Wrestlerdork
Wrestlerdork Nov 20, 2007 at 3:09 am
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+5 votes
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I can tell, you're the type that has to call a friend and tell them about that huge crit you got, or how you 3 shot a warlock from full HP in a BG, otherwise your boner won't go down.


Scrubby imo.
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Wrestlerdork
Wrestlerdork Aug 23, 2007 at 6:36 am
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+3 votes
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But what about paladins giving auras, etc to make it 100%? It doesn't seem like it needs to be, but I am no warlock.

Also, I don't recommend that they share the same cooldown -- that would be dumb.
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Wrestlerdork
Wrestlerdork Oct 8, 2007 at 12:38 am
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+2 votes
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heck yah -- that would give sap a whole new meaning. Now, that would be overpowered if shadowstep's range was long enough. I think 25 yards is decent, but 30 is also reasonable.

Is the range only 20 yards currently? I would like to see them tweak the small stuff a bit. Shadowstep would be pretty awesome signature to subtlety if it allowed the use of stealth moves for 3 seconds. I don't believe it to be overpowered if that happened, because you are trading the obvious damage loss for a gain in control -- the trade off is sufficient/fair IMO.
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Wrestlerdork
Wrestlerdork Sep 5, 2007 at 3:44 pm
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+2 votes
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Were u a mistake or something? Get real -- stop looking at titty bars and emo clubs for girls too:D

Maybe think of a woman as an equal and your outlook will change... or find Jesus... or something!
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Wrestlerdork
Wrestlerdork Aug 21, 2007 at 1:23 am
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+2 votes
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You're forgetting the fact that mutilate can put up combo points much faster, which results in a fast expose armor, and a MUCH MUCH higher burst damage. Adrenaline rush's 15 second duration can't stand up against a 41/20 Rentaki's mutilate combo.

I've played 41/20 mutilate for season 1, and combat maces for season 2 on my rogue. I have to say from my experience, maces are undoubtedly better in 2v2 overall, and mutilate is better in 3's with a mage/warlock (My only 3's experience on a rogue), and 5's mutilate is hands down better on just about every team (2.5 healer, 2 healer, or 4 DPS) that I've played on.

The burst that you can put out should be used like a shaman's burst: steady damage and control until your team converges on a target, and then burst it once and it should be dead. Adrenaline rush really feels like it takes too long. Usually I end up using 2-3 global cooldowns to get it runnign anwyay (Blade flurry, AR, and Slice and Dice refresh -- sometimes I leave out BF for faster startup).
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