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Old 05/15/06, 4:27 PM   #51
• moz
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Found this on IGN, just to end speculation.



FU editing sig

EDIT: Strange, the tinyURL link posted on the previous page wasn't working for me when it was originally posted, but working now. In any case, a local link won't hurt!

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Old 05/15/06, 4:35 PM   #52
♦ Praetorian
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Originally Posted by moz
Found this on IGE
o rly

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Old 05/15/06, 4:40 PM   #53
• moz
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In any case, I think Squinky's explanation is mostly accurate in the way it works (normalized). The alternative would make it better than BT up to a point, which I doubt they would do. This would mean that for a warrior in tanking gear with normal buffs (~1K AP) it will still be below the old mark for average damage. As much as I would like to run around in DPS gear critting people for 2K in battlegrounds and stunning them, I think increased damage was the last thing on their minds when they adjusted this. As Romothecus pointed out it now costs 20 rage meaning it's even better as a rage dump so no complaints there.

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Old 05/15/06, 4:48 PM   #54
Moleva
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I can't see that image, would you mind giving a brief description of what's going on with shield slam?

Please and Thank you.

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Old 05/15/06, 4:50 PM   #55
• moz
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It basically confirmed what was posted on the previous page. It costs 20 rage, does 195-205 (Rank 4) and is affected by AP. How it is affected is just conjecture at this point.

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Old 05/15/06, 4:51 PM   #56
Lurchington
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the new tooltip, apparently taken as a photo at E3

Shield Slam
20 rage 6 sec cooldown

Slam the target with your shield, causing 195 to 205 damage, modified by attack power, and has a 50% chance of dispelling 1 magic effect on the target. Also causes a high amount of threat.

edit: curse you moz...

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Old 05/15/06, 4:54 PM   #57
Moleva
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Ah, mucho gracias.

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Old 05/15/06, 5:08 PM   #58
Avair
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Right, so instant attack, 20 rage, modified by attack power. Now it boils down to what it's attack speed is for purposes of AP normalization, ala Mortal Strike, Sinister Strike, etc.

Normalized Instant Attack Speeds
Daggers - 1.7
1H Non-daggers - 2.4
2H weapons - 3.3
Shields - ?

I am going to assume its not 6 secs (the cooldown) as that would make for huge numbers from AP.

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Old 05/15/06, 6:09 PM   #59
Xizorz
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Originally Posted by Sirloin
Another speculative possiblity:

They could change the way shield slam generates threat to a druid-centric version that applies a threat multiplier to the total damage instead of a "base threat + damage threat". This would be a very compelling reason to spec prot to get the only warrior threat ability that scales like a druids.
Its a change that I think has to be made sometime with regards to warrior threat generation.

Personally, I think its dumb I can generate just as much threat in Zerker with DPS gear on going all out as I can in full tank gear with a shield/sword despite all the multipliers favoring the latter.

http://ctprofiles.net/298322

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Old 05/22/06, 12:44 AM   #60
Muraevin
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Resurrecting an old thread..
http://forums.worldofwarcraft.com/th...tmp=1#blizzard

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Old 05/22/06, 1:10 AM   #61
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Originally Posted by Xizorz
Personally, I think its dumb I can generate just as much threat in Zerker with DPS gear on going all out as I can in full tank gear
with a shield/sword despite all the multipliers favoring the latter.
You are kidding, right?

If you couldn't, there wouldn't be much point in the entire concept of aggro. If tanks could outdistance all other classes easily when generating threat, then the whole mechanic would be a moot point. They've been calibrated so that they are in the same ball park so both the tanks need to learn how to maximize the aggro they generate and the dps classes need to learn to manage theirs (Vanish, Feign Death, or the classic "holding back").

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Old 05/22/06, 1:59 AM   #62
Krag
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Vitality being cut from 1.11 again :/

Originally Posted by Tseric
Oh boy, are you going to hate me for this, but it's better we get it out of the way now.

Vitality in 1.11 will be removed. The devs want to use this talent, but don't like its placement in the tree. Again, they want to use this talent, but it is not fitting right for them now.

This change went in on Friday, so it was not reflected in the PTR build.

/fireresistpotion

You may now supply your feedback to this issue.

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Old 05/22/06, 2:03 AM   #63
Ultramax
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Sweet. Was having an awful time speccing with it.

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Old 05/24/06, 2:57 PM   #64
• moz
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Tseric posts

The devs have been watching the PTRs and thought that Shield Slam could use a little improvement.

In the next PTR build, Shield Slam Rank 4 will have it's damage increased by 100, giving a little more 'oomph' to it.
Not bad at all, ~1200 AP to hit the old average mark keeping in mind the reduced rage cost.

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Old 05/24/06, 3:14 PM   #65
• Tehax
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Shield slam is starting to look kind of nice. Good thing the stamina talent was removed, I almost thought about putting more than 15 points in prot for a minute there.

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Old 05/25/06, 4:37 PM   #66
Lord BEEF
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I wonder where they'll end up putting vitality, or why they were unhappy with its placement in the tree. I'm wondering if they just didn't like people having mortal strike/vitality builds, or if they're going to save it for a 36-40 point talent in the expansion

Check out my friend's bitchin' Lord of the Rings Art

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Old 05/25/06, 5:24 PM   #67
Rachel
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I think they should replace Anticipation with Vitality. The way +defense items are scattered throughout the game, even when you first hit 60, I just can't see spending five talent points on 10 defense as ever being worthwhile.

It seems like it should be a Tier2 or 3 talent, but there isn't really any room for it, unless they got rid of Iron Will, but that seems a bit more useful than Anticipation.

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Old 05/25/06, 5:34 PM   #68
Twid
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Unfortunately for a tanking warrior, stamina easily is their highest stat, soaring into the 5-600s easily. No other stat goes up so high in other classes save agility for a hunter.

Hunters have a stamina increase talent very low in the survival tree, but that's misleading because it has much less value t them than say something like lightening reflexes.

If they move Vitality up higher in the tree though, I'd expect to see it buffed up to 15% rather than 10.

Originally Posted by Kalman View Post
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Old 05/25/06, 8:52 PM   #69
Calantus
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What I noticed when trying to make an MS/Vitality spec is that you either end up being short 2 points in vitality or you have to take out of imp shield block, last stand, or defiance. They and shield slam ARE the prot tree, so I'm hoping they pulled it because they wanted to juggle around the talents to make it a little less painful to choose it. Of course they could just want it higher so you can't make an MS/Vitality spec, but here's to hoping that isn't the case.

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Old 05/25/06, 10:04 PM   #70
Vanick
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Originally Posted by Rachel
I think they should replace Anticipation with Vitality. The way +defense items are scattered throughout the game, even when you first hit 60, I just can't see spending five talent points on 10 defense as ever being worthwhile.

It seems like it should be a Tier2 or 3 talent, but there isn't really any room for it, unless they got rid of Iron Will, but that seems a bit more useful than Anticipation.
I wish Anticipation was changed to mirror Shamans' new Anticipation (1% dodge instead of 2 Defense per rank), and replace Iron Will with Vitality.

But thats probably way overpowered and shows my bias against Iron Will.

I'm interested to see what they do with Vitality, and even more interested to see how good of a threat dump the new Shield Slam is.

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Old 05/26/06, 4:14 PM   #71
Rule
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The main problem with protection spec is that it only makes you effective in 50% of WOW. You are very effective in instances, but you are near useless outside of them. Protection is much much worse than any other spec for pvp. This is what they need to fix.

There's 2 ways to fix this:

1. Increase the damage that protection tanks can do. PVP is about damage for the most part, who can kill the other guy before he kills you, and since tanking isn't possible in pvp, this is why most warriors spec MS or fury.

2. Decrease the damage warriors take from spells in pvp somehow, or decrease the ability other classes have to CC a protection warrior. Another big reason most warriors don't go protection in pvp is spell damage vulnerability. You are just as vulnerable to being 2shotted by that AP trinket mage as an MS/fury warrior, so what's the point of speccing prot if your survivability is the same as other specs?

Here's my ideas to fix the warrior prot tree (altho i'm sure it's like yelling into a hurricane at this point)

Anticipation: This talent has always been way too expensive for what it does, should be removed, or made into a 5pts for 5% dodge talent like someone mentioned.

Iron will: Combine this talent with toughness. 5 pts gets you the 10% armor, and 15% to resist stun and charm effects. Iron will has always been far too expensive, and stun resistance is something all warriors should have IMO, but with this it just means all prot warrs will have it.

In Iron will's old slot add in a new talent: Protector's Strength: 5pts increases your strength by 10% (2% per point) This goes well with increasing attack power to increase the new shield slam's damage somewhat.

Last stand: Decrease the cooldown to 5 minutes, same as lifegiving gem.

Improved shield block: Either make it 1 point only, or make the 3rd point block an additional attack. As it is, no one takes more than 1 point in this, since almost every mob in the game will attack twice or more in 5.5 seconds.

Imp disarm: This talent is useless. Either remove it, or make it so that ignores people that have wep chains/strongholds/bloodfang gloves. (They should remove it IMO.

Imp sunder: This talent isn't bad, but I think it should knock 5 rage off the ability instead of only 3. That would make it much easier to apply sunders in pvp as a prot warr, which could be very powerful if used a lot.

Vitality: I thought it was good in this tier of the tree (next to taunt), but guess blizz didn't. Oh well, guess we'll see where this ends up.

Imp shield wall: This talent has always pissed me off... 2 talents to make a 30 min skill equal to the duration of your other 2 base 30 min skills. They should just remove this and make base shield wall 15 secs.

Imp shield bash: Very nice for pvp. Only thing i'd like to see is this talent to also decrease the cooldown a bit, maybe 2 secs. 12 second cooldown is a bit long for what it does.

Concussion blow: This is a nice ability, but I wish it were similar to overpower, in that it can't be blocked, dodged or parried. Can't tell you how many times i've needed to stun some rogue or warrior and had it dodged and put on it's long cooldown :( Really frustrating.

New talent: Spell resistance. Here's my idea: Add a talent that increases the warrior's effective spell resistance level. I got this idea thinking about defense skill... what does it really do? Makes you act like a higher lvl character in regards to defense against melee. Spells are done differently, in that level of who you're attacking makes it much more difficult to land spells, which is exactly what we need this high in the tree. Also, increasing our spell resistance level by 3 wouldn't break pve, since most bosses and mobs are 63 elite. It would be like they're attacking a lvl 63. I don't think increasing your spell resistance lvl by more than 3 would be good tho, since I'm guessing casters wouldn't be able to hit you hardly at all if you had what amounts to 4 levels on them.

So, 3 points for increasing your spell resistance level by 3. High enough in the tree that you can't get MS or BT and this.

Shield slam: I like what they've done with this so far, but I wish the attack power were normalized at 3.0 speed instead of 2.2. Would make it much easier to scale up with attack power. I also wish it had a different secondary effect, but I highly doubt they'll change to something more useful.

Hopefully they review the whole tree in patch 1.12, and that's why they held off on putting in vitality in 1.11, but i'll be surprised if we're that lucky.

Formerly of Immortality on Skullcrusher
Formerly of Lost Anarchy on Ner'Zhul
Currently inactive, but might try out WOTLK, but then again...

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Old 05/26/06, 4:35 PM   #72
Thorb
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Originally Posted by Rule
The main problem with protection spec is that it only makes you effective in 50% of WOW.
Depending on how you set your % it's probably alot less then 50%.

It's not usefull in instance in general it's usefull in raid instance and only if you tank.

I mean once the expantion get out I'll wager that doing 5 man content will be important again for alot of people (at least for a while). Protection warriors are at best very bad in 5 man content. They will be bad at solo leveling, at solo quest doing, etc.

Thorb
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Old 05/26/06, 4:37 PM   #73
 frmorrison
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New talent: Spell resistance. Here's my idea: Add a talent that increases the warrior's effective spell resistance level. I got this idea thinking about defense skill... what does it really do? Makes you act like a higher lvl character in regards to defense against melee. Spells are done differently, in that level of who you're attacking makes it much more difficult to land spells, which is exactly what we need this high in the tree. Also, increasing our spell resistance level by 3 wouldn't break pve, since most bosses and mobs are 63 elite. It would be like they're attacking a lvl 63. I don't think increasing your spell resistance lvl by more than 3 would be good tho, since I'm guessing casters wouldn't be able to hit you hardly at all if you had what amounts to 4 levels on them.
Too powerful. Warriors are the phyiscal damage masters, they cannot do well against Magic stuff as well.

Shield slam: I like what they've done with this so far, but I wish the attack power were normalized at 3.0 speed instead of 2.2. Would make it much easier to scale up with attack power.
Shield Slam is getting it's dps increased to almost the old Shield slam (with 10 less rage cost), but they will not do more than that. The 3.0 modifier is too powerful with a 1 Hander.

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Old 05/26/06, 4:39 PM   #74
 frmorrison
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Originally Posted by Thorb
Protection warriors are at best very bad in 5 man content.
They will be bad at solo leveling, at solo quest doing, etc.

Thorb
www.starsonata.com
Why would a Prot warrior be bad at 5 man content? If they have Rage issues, just use a 2-Hander.

I agree that they aren't too good at soloing.


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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'

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Old 05/26/06, 4:51 PM   #75
Kalman
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Originally Posted by frmorrison
Originally Posted by Thorb
Protection warriors are at best very bad in 5 man content.
They will be bad at solo leveling, at solo quest doing, etc.

Thorb
www.starsonata.com
Why would a Prot warrior be bad at 5 man content? If they have Rage issues, just use a 2-Hander.

I agree that they aren't too good at soloing.


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