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Old 02/10/06, 5:36 PM   #31
 Hamlet
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Originally Posted by subscience,February 10th, 2006 @ 5:35PM
Good point since HS interrupts Rage generation done by damage dealt while Sunder doesn't. Or, is there another reason?
Since both knock 3 points off a 15-point ability, I would assume you just choose based on which ability you think you're using more often.


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Old 02/10/06, 5:44 PM   #32
subscience
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Originally Posted by Arawethion,February 10th, 2006 @ 5:36PM
Since both knock 3 points off a 15-point ability, I would assume you just choose based on which ability you think you're using more often.
Well, I meant to say that Sunder Armor costs precisely 15 Rage. Heroic Strike costs 15 Rage plus the Rage you could have gotten on the next hit (since HS hits do not generate Rage like auto-attack).

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Old 02/10/06, 5:45 PM   #33
 Hamlet
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Originally Posted by subscience,February 10th, 2006 @ 5:44PM
Well, I meant to say that Sunder Armor costs precisely 15 Rage. Heroic Strike costs 15 Rage plus the Rage you could have gotten on the next hit (since HS hits do not generate Rage like auto-attack).
Right, but I'm pretty sure this is irrelevant. Each talent saves 3 Rage every time you use the ability.


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Old 02/10/06, 5:48 PM   #34
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Originally Posted by Arawethion,February 10th, 2006 @ 5:45PM
Right, but I'm pretty sure this is irrelevant. Each talent saves 3 Rage every time you use the ability.
Oh, haha. Dur. Sorry, it's Friday and my brain shut off like an hour ago.

I'd assume in a raid setting that HS might be used more often, but Moz is obviously better qualified to answer that question for you.

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Old 02/10/06, 5:59 PM   #35
• moz
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Ok, well

- to my knowledge, there is no extra threat generated by MS other than that afforded by the damage (which is incidentally ~4 points of threat per point of damage in defensive w/ defiance according to tests). Also, since you mentioned shield slam -- it's a hell of a lot more effective a rage dump than MS.

- HS is preferred in a raid setting (at least by me), and it's something that I get a lot more utility out of as oppose to sunder. A lot of the time we get off-tanks/other warriors to keep sunder maxed and I don't usually bother with it for the most part. I guess I should mention that I use a 1.9 speed weapon so that factors in somewhat.

As a final note, in most fights if you have excess rage you are simply not doing enough. Every one of your chosen abilities will be on cooldown and your swings are HS's -- of course this is very dependent on the type of mob you are tanking, its abilities and how much rage you are generating. Also, after a while you'll get a feel for how your DPS operates and adjust what you do at various points in an encounter. I mentioned weapon speed, but if you are doing all this and you still have a problem with excess rage, you can look into an faster weapon. Incidentally all this fun started with warriors considering daggers in the days of untauntable Firemaw. One thing about BWL is it forced tanks to generate more threat than they ever had to before, and do so more efficiently -- I think AQ will go away from that again, but it was certainly a nice change from MC.

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Old 02/10/06, 5:59 PM   #36
 Hamlet
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Ok, I just noticed I had the wrong link pasted above.

Here's what I'm looking at now:
http://www.worldofwarcraft.com/info/classe...250110500220151


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Old 02/10/06, 6:04 PM   #37
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Looking ahead from BWL to AQ, if you are going to spec that deep in the tree I'd take the 2 points in anticipation, 2 points in imp. shield wall and put it in iron will. Just a thought.

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Old 02/10/06, 6:07 PM   #38
 Hamlet
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Originally Posted by moz,February 10th, 2006 @ 6:04PM
Looking ahead from BWL to AQ, I'd take the 2 points in anticipation, 2 points in imp. shield wall and put it in iron will. Just a thought.
Hmm, that's interesting. I might just go with it, since I don't have a better feel than you until I've been playing him a bit more (also, I was never in AQ40 on Test).


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Old 02/10/06, 7:30 PM   #39
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What's the rationale behind Defiance being worth less once you have good gear?

I mean, obviously if you're hitting 440 without it, it's worthless, but that's a pretty extreme state of gear. Otherwise, isn't is valuable to try to squeeze out those last bits of crit chance?


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Old 02/10/06, 7:36 PM   #40
♦ Praetorian
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You mean Anticipation?

Yeah, Anticipation stays every bit as good. The problem is that the content changes.

MC bosses are almost all physical-based, and melee crits are a major threat to a new tank there. You really need more +def.

In BWL, on the other hand, it's mostly elemental attacks that are the source of the burst damage. Crits are basically a nonfactor -- most burst deaths involve a shadow flame or similar attack, and anticipation doesn't help at all there. When learning BWL, loss of aggro is much more likely to cause wipes than crits, so there's a tendency to favor defiance over anticipation.

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Old 02/10/06, 7:41 PM   #41
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Originally Posted by Praetorian,February 10th, 2006 @ 7:36PM
You mean Anticipation?

Yeah, Anticipation stays every bit as good. The problem is that the content changes.

MC bosses are almost all physical-based, and melee crits are a major threat to a new tank there. You really need more +def.

In BWL, on the other hand, it's mostly elemental attacks that are the source of the burst damage. Crits are basically a nonfactor -- most burst deaths involve a shadow flame or similar attack, and anticipation doesn't help at all there. When learning BWL, loss of aggro is much more likely to cause wipes than crits, so there's a tendency to favor defiance over anticipation.
Yeah, I meant Anticipation. There's no doubt Defiance is important.

I see what you mean. Outside of the rare possibility of a bad crit on Broodlord, running BWL with 420-430 defense isn't some kind of major issue.


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Old 02/10/06, 7:54 PM   #42
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Yeah, if anything, BWL leads some warriors to nab Last Stand if they're looking to drop a couple more points into protection.

Being able to pop Last Stand during a Nef warrior yell, or when Chromaggus breaths Acid below 20%, is really, really helpful.

I remember a post made by Itzlegend back on the Conquest boards in the early days of MC, pointing out that most warriors were foolish to focus on stamina over armor and defense. His point was simple: If you have enough hp that you aren't going to get two-shotted by a bad burst, then you want as much mitigation as possible to spare healer mana.

That point still holds in BWL, except that the "safe" level of hp has gone way, way up. I've seen Broodlord Blast Wave/MS within the span of one second. Nef can follow up a 6k+ Shadow Flame with a 3k+ crushing during a warrior yell.

So, for the time being in BWL, hp is king. We'll probably see that pendulum swing back the other way soon, I don't doubt.

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Old 02/10/06, 8:05 PM   #43
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Originally Posted by Praetorian,February 10th, 2006 @ 7:54PM
I remember a post made by Itzlegend back on the Conquest boards in the early days of MC, pointing out that most warriors were foolish to focus on stamina over armor and defense. His point was simple: If you have enough hp that you aren't going to get two-shotted by a bad burst, then you want as much mitigation as possible to spare healer mana.

. . .

So, for the time being in BWL, hp is king. We'll probably see that pendulum swing back the other way soon, I don't doubt.
Hah, I remember that thread. I think the last bump on it is still mine (I was "Hamlet" over there).


The thing is, if large spikes aren't the heart of the challenge, what is? Endurance-based fights really encourage healer stacking. DPS races tend not to be very interesting from a healing perspective, but that's okay every now and then.


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Old 02/10/06, 8:18 PM   #44
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Originally Posted by Arawethion,February 10th, 2006 @ 8:05PM
Originally Posted by Praetorian,February 10th, 2006 @ 7:54PM
I remember a post made by Itzlegend back on the Conquest boards in the early days of MC, pointing out that most warriors were foolish to focus on stamina over armor and defense. His point was simple: If you have enough hp that you aren't going to get two-shotted by a bad burst, then you want as much mitigation as possible to spare healer mana.

. . .

So, for the time being in BWL, hp is king. We'll probably see that pendulum swing back the other way soon, I don't doubt.
Hah, I remember that thread. I think the last bump on it is still mine (I was "Hamlet" over there).


The thing is, if large spikes aren't the heart of the challenge, what is? Endurance-based fights really encourage healer stacking. DPS races tend not to be very interesting from a healing perspective, but that's okay every now and then.
Why not mix them all together. Have an increasing damage AOE over time so that if you dont kill the boss fast enough everyone is toast but if the healers let people drop too soon then you loose the DPS to finish him off. Have it be a vael type AOE so everyone is getting hit.


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Old 02/10/06, 8:24 PM   #45
♦ Praetorian
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That's a brilliant idea. Need something snappy to call the boss, though. I've got it, how about "Huhuran"?

--

I think Blizzard has painted themselves into a bit of a corner by giving players too much mana and too much mana regen to work with. They can't really design a fight whose limiting factor is running the raid out of mana, because we have too many sources of mana available to us. Forget JoW ( :angry: ) ... if my raid is wiping because of mana concerns, then we can bring to the table Nightfin, Mageblood, Mana Oils, a NDB every minute, a major mana pot every 2 minutes, innervates, demonic runes, etc. Not to mention all the mana/5 we have these days. If I really don't want to run out of mana, I won't. So either the fight will require the use of these (cheap) consumables, or you balance it to be doable without them, and their use trivializes it.

Another problem is that any mana-taxing fight has to apply damage to the entire raid. You can't apply damage to a single tank fast enough to drain a raid's mana without also splattering the tank. Maybe as tanks get larger and larger pools of hitpoints, that will change, but I'm skeptical.

I do kind of miss the feel of Golemagg or Majordomo back in early 2005, when no one died to burst damage, but simply because their healers ran out of juice.

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