Hunger for Blood-aion power leveling
Hunger for Blood-aion power leveling
Patch 3.1 – Hunger for Blood redesign
Hunger for Blood's clunky mechanic was so bad, I dedicated an entire article to describing how much it made me hate playing Mutilate. Blizzard has tweaked, prodded, and transformed Hunger for Blood so many times over the past year that I don't even remember the initial iteration. I believe in patch 3.1, they finally found the happy medium they were looking for. They doubled its duration to a minute, removed the stacking requirement, and dropped the energy cost through the floor. While they're still using it as a knob to tweak our damage today, it has really matured from an ill-conceived attempt to make Mutilate viable into a decent ability that adds just the right amount of flavor to Mutilate.
One of our biggest changes in '08 was the buffing of our utility poisons to a new 50% rate, essentially guaranteeing application of whichever poisons we were using. Unfortunately, our new poison scheme was so strong, that it became the focus of the entire class. You wanted to be Mutilate for the poison bonuses, and you wanted to use the quickest daggers possible (at the cost of physical damage) to maximize your poison output. There was no concern for anything besides poison! Webbed Death was best-in-slot, and a blue heroic drop was close behind.
By moving Instant Poison to the new PPM mechanic, Blizzard really broke the stranglehold that Mutilate had on competitive rogue DPS. It also allowed slower weapons, such as all of the Kel'Thuzad drops, to be viable for the rogues who had picked them up. Poisons have undergone so many changes in 2009, that they are now truly an integrated part of our DPS and our class as a whole; instead of a temporary weapon enchantment that we ignore 99% of the time.
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Patch 3.1 was designed to get Combat back into a rogue's PvE arsenal, but unfortunately, it worked too well. The buffs to LR and SC were so strong, that current Mutilate builds depend on LR's haste as a core part of their build. Combat went from a mid-tier DPS tree into the chart-topping build that we saw taking over in Ulduar. With hard mode fights pushing cooldown usage to the limits, Combat truly saw its 15 minutes of fame as all of the previously Mutilate rogues continued to run Naxx25, praying for a Calamity's Grasp to drop.
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