I believe they have fixed the ghould so his leap no longer puts you in combat. I tested this last Sunday in Shattrath while waiting for an arena queue and neither my partner nor I were put into combat by the ghoul.
The major problem with warriors right now is that we are not the best scaling tank, assuming we ever were in the distant past (I didn't raid much pre TBC). However, Blizzard still thinks we are the best.
Critical block is the only place where we have an advantage, maybe, but it's random and unreliable, it does not and will not change healing strategy, thus ultimately pointless and only looks good on WWS when you look at the average over an entire fight.
The problems were masked somewhat in TBC by encounter design (maybe not Sunwell), but so far, the fights in WoTLK seemed to be designed with anyone but a warrior in mind, presumably to showcase the shiny new class - the Deathknight.
[SV Hunter] How to take on mutilate rogues in duels
Hey, can't make an actual thread yet but i might as well just post from experience. As a survival hunter, mutilate rogues are some of the funnest challenges ive seen, because some are insanely good, some are insanely bad, so it is nice to see who has some actual skill in the arts of PvP.
Some things you'll need:
Nitro Boosts - Nitro boosts may only be usable by engineers, but they act as a great getaway across the ice as a survival hunter, just use your pvp trinket, and rocket the hell to the other side and kite some more! The use of the pvp trinket here is because when vsing a rogue, you will most likely always come into contact with crippling poisons, and if you use the boots while you have a decreased movement speed, i've noticed a significant waste of the boosts.
Truesight Ice Blinders - Now, you may think im going just a tad bit overboard with the whole engineering thing as of right now, but these goggles mixed with Track Hidden allow you to see rogues about 10 feet away from you. It's pretty amazing =)
Glyph of Wyvern Sting - Should give you some extra time on your wyvern sting, making it usable twice if the battle lasts that long
Glyph of Disengage - Very useful in my guide because without it you might not be able to throw in that second disengage after using the nitro boosts.
Glyph of Aspect of the Monkey - Definately comes in handy with all the extra dodge chance, allows a quick and free get-away to the other side of your ice.
Glyph of Feign Death - The only minor glyph that would have some use during pvp, so you might as well grab it.
A Good Talent Spec - In this spec there are the key things needed for a pvp survival hunter, health, agility, useful shots/stings, and a lot of nice adds that help with the pvp process =P
A CC Pet - I use a crab only because he has pin, along with a skill that takes 30% of the damage for me, somewhat like soul link for warlocks, but you may choose a spider as well.
A Good Pet Talent Tree - With my crab, comes a good Tenacity Talent Tree, which allows him to charge, use roar of sacrifice, and all the while have nice damage along with some great health and armor.
The first thing you need to do is inspect the rogue before you duel him, to make sure he is mutilate spec, if not, then dont follow this guide because i am not too sure how good it will work for you.
Also, keep your pet on aggressive so the instant you see the rogue in stealth it will charge it.
Now here is the tricky part, because some mutilate rogues use Sap(Which with the help of some talents can easily overcome any flare), And some just go right in for the Cheap Shot. The way you can tell and be ready for it is usually cause sap rogues will go for the sap right in the beginning, because there will be no threat of the flare to deal with, if you are flare dancing for quite a while then be ready for the cheap shot
Cheap Shot Rogues::
Now, what i have seen, and what i have been told by friends, is that rogues usually never expect anyone to trinket out of a cheap shot, but, it can be very useful on the first duel because the fact that they wont expect it would be their own downfall. What i usually do is set a flare at a higher location, or a hill, i also keep my frost trap in or around the center of that flare. What a cheap shot rogue will usually always do is try and run in there and instantly get the cheap shot out on you before flare kicks in. This is a fatal flaw for them because they will have left the trap more then half of the time. Once you see frost trap proc, you immediately use masters call and disengage to the outer rims of the trap.
Once you get there throw a wyvern sting on 'em along with a hunter's mark (To ensure they wont vanish on you). Open fire with a steady shot, because in normal pvp your target will be running at you and will cut it off, but when they are still, it gives some extra damage, once you get the steady shot out, use your regular rotation. Now rogues here will do one of 2 things, they will sprint and try and reach you, or they will just wait it out. If they do happen to get to you, throw a scatter shot on them, then immediately use your handy dandy rocket boots to jet to the other side. If you are talented enough, and if the battle has gone on long enough, you can place another frost trap around the middle so when he goes for you you get some extra ice time. while at the other side do your usual rotation, the one that you would have used when you disengaged earlier in the battle. I will not try and change the way you fight because it may be new to you and you may not have practiced it. Now, by the time he gets to you he will usually be quite close to dying, but if not then disengage should be up again, so just turn around and disengage real fast to the other side. You should be victorious by now, and if not, then i feel sorry for wasting your time.
Sap Rogues: A sap rogue will most likely stand at the edge of your flare and when its been about 15 seconds or so, they will sap you, and disarm your trap, leaving you totally defenseless. What i usually do is save my trap against them, so right when they come in for the cheap shot, i can use masters call, place the frost trap, and disengage without them being able to do anything about it. Once you get to this point, if you do, then just refer back to the cheap shot rogues guide and follow from section 2
If you have any questions or concerns (or bashes/flames if you feel necessary) just quote the section you are having trouble with and post away
Last edited by Sneakylemons : 02/05/09 at 12:01 PM.
Reason: Url Edit
Hinting that they want to keep it effective for prot paladins while nerfing it for holy paladins is the same wording they used for JoW. It may change from total mana to base mana, or something similar.
Edit: I completely mixed that up. Someone delete this.
I am having some huge dps issues here and can't for the life of me figure out my problem. I was a solid Unholy DK for awhile and have now switched to blood. ( Current armory spec is after checking out some of these posts ) I cant seem to find a solid rotation. I know that my gear is good enough to be doing more than the 3.5k on boss fights that I tend to be putting out now. I would really appreciate any help in this situation. I have read through half of these posts but am now cross eyed so I cant bring myself to continue. While specced in blood I used the rotation of IT-PS-HS-HS-OB- dump IT-PS-HS-HS-HS-HS-OB.
lol, before looking I knew that there would be Patchwerk+Affli+Doomguard.
Again and again.
Sorry, but your DPS on other encounetrs aren't so impressive.
I wasn't boasting as there are plenty of other locks with 7k plus on patch so dont turn this into a dick weighing contest friend. The thread titles is Highest DPS specs after patch and i was merely showing that yes affliction/destro still reigns supreme by a large margin, Even on other encounters other then patch (that noone even uses as DPS measurements anyways.)
# Sudden Doom – this talent now procs a Death Coil rather than requiring an additional button click. It works similarly to shamans’ Lightning Overload.
Am I the only one pissed off by this. As blood I never got angry at a free 100% DC crit. The time it took to throw this at an enemy gave more time for my runes to refresh. Did I mention it was 100% crit.
Maybe it's better off, maybe it won't be so bad, but these are my initial thoughts. That Death Trance worked well as a great filler while runes refreshed.
Honestly I don't care much for the other changes. Death Trance was a big piece of damage, especially when it proc'd heaps with DRW out.