As far as weapon choices, as a rogue your mainhand always needs to be a pierce unless you don't want to backstab (or you're a crackhead that wants to "switch out" a high ratio weapon for a high damage piercer and back every 6 seconds). As far as the offhand, ratio is king. Nothing else matters as far as weapon choice, rogues can use 1hb, 1hs, or 1hp in offhand with equal effectiveness (relative to skill, i.e. if your 1hb is 32 and your 1hs is 132, your 1hs will be more effective UNTIL you raise your 1hb similarly).
I've actually started to do some research as far as aggro generation, and while I don't know 100% how it works here, I have a hypothesis that needs testing here. I've found several places where this idea was discussed on live, but I don't fully understand it yet.
Question: How does mob aggro generate from rogue damage?
Observation: Slower weapons seem to generate less aggro than faster weapons, even if the ratio and/or dps output is similar.
Hypothesis: Mob aggro is based on potential damage per hit rather than actual damage.
If true, this would mean that - given a static ratio, and the lack of 100% damage on every hit - a slower weapon will always generate less aggro than a faster weapon. Ergo, warriors should use low delay weapons of similar ratio to the best available weapon, sacrificing the high damage high delay weapons. Conversely, a rogue would do better to hit slower but harder with those high damage high delay weapons.
Also, I think that total damage dealt DOES increase aggro, but number of hits is a larger determinant.
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