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07/02/08, 12:32 AM
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#51 (permalink)
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Von Kaiser
Human Warrior
Eredar (EU)
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Yarr! Tools :: Warrior 8472
I think this would be the most viable DW-Fury spec for now. You retain sweeping strikes and gain sword spec and bloodsurge. TG is too unbalanced/difficult to play so I ignored it for now (though, when slam is changed to not reseting swing timer, I could think of talenting 2/2 Slam and playing TG with Slam/BT/WW>HS Cycle).
Last talent point can be spend into 1% more Precision, 1/3 Furious Resolve (-4% Threat and +2% stamina) or 1/2 Whirlwind .
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07/02/08, 12:56 AM
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#52 (permalink)
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Setting a bad example
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Originally Posted by acx
Is Shield Slam on the same cooldown as MS/BT?
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Yes.
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07/02/08, 1:31 AM
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#53 (permalink)
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Glass Joe
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The more I look at safeguard, the more it looks like it will push warriors in to an offtank role instead of a main tank role. Or it will just get nerfed. It parses out to around 12% overall mitigation on your main tank if used every 30 seconds, and it lets you select when to mitigate the damage. It seems powerful enough that encounters with heavy tank damage will either be too easy with it, or balanced around requiring it.
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07/02/08, 3:07 AM
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#54 (permalink)
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Piston Honda
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The speculation pointing at how underwhelming Sword & Board is would easily be remedied if it procced an additional Shield Slam; ie. Sword Specialisation/Windfury.
I'd personally prefer a 2% chance to proc an extra (rageless) Shield Slam on every Devastate over the current model.
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07/02/08, 7:22 AM
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#55 (permalink)
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Glass Joe
Night Elf Warrior
Die Silberne Hand (EU)
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No, 45% threat isn't essentially the same as now. Now we have 49,5% because it has to multiplied (1.3*1.15=1.495). So it would be a nerf.
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07/02/08, 2:56 PM
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#56 (permalink)
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Domo Arigato
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Originally Posted by Fellwraith
Overpower, deep wounds, sword specialization, mace specialization, and impale all provide much bigger dps benefits to a 2h weapon than a 1h weapon (re-read the wording on those weapon specialization talents, they've changed).
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Well, I have to take exception to this. Overpower is a bad example for min-maxing purposes, because you'll be purposefully removing chances for you to use this ability (read: moar expertise). Deep wounds... unless they change the way it operates, that's just laughable.
I don't see any difference in the descriptions of the weapon specs, even after looking up current ones and comparing. Perhaps the Talent calcuator for WotLK talents only shows the old description. I don't know. The only catch for me is knowing if a 2h sword and DW swords would end up (**relatively, adjusted for weapon speed of course) with the same number of procs. If another weapon adds its own procs, then I'm guessing OH proc'ing MH hits will help balance the two.
Axe is a flat + to a stat, and thus irrelevant. Mace is just irrelevant to the PvE discussion.
Impale... Well, it's a flat 20%. That's the same argument as "You shouldn't use BL and Drums at the same time" without even the disclaimer that it's true if it pushes you under the minimum GCD for casters.
**e: are sword spec hits relative to speed? Even if they aren't, the OH proc question still applies.
e2: I've confused myself thoroughly now on the sword spec procs. I'll come back to this later.
Last edited by Ugato : 07/02/08 at 3:04 PM.
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07/02/08, 3:04 PM
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#57 (permalink)
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Setting a bad example
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Originally Posted by Ugato
Axe is a flat + to a stat, and thus irrelevant.
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Incorrect. Axe spec has been improved to also increase the amount of damage done by critical hits by 5% in addition to granting 5% crit. This brings it more in line with sword spec.
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Impale... Well, it's a flat 20%.
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Whirlwind is the only attack that deals offhand yellow damage. All other special attacks are main hand. Trauma is also going to improve bleed damage by 30%, so don't write off the free damage from Deep Wounds.
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07/02/08, 3:14 PM
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#58 (permalink)
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Domo Arigato
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Incorrect. Axe spec has been improved to also increase the amount of damage done by critical hits by 5% in addition to granting 5% crit. This brings it more in line with sword spec.
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Ohhh that's what I missed. That's pretty nice.
Yeah, if they make bleeds viable, it's an entirely different story. If they make the concept of refreshing dots without inadvertantly killing a tick a universal one, then Deep Wounds suddenly becomes more useful.
Heroic Strike, BT and WW are the 3 specials you use for Fury dps. Realisticly there is one ability that hits with the OH, one that doesn't, and one that's a special case. BT hits are comparable to a 2h, WW you mention, and HS falls under the "less damage, but more hits" category.
e: more, I really shouldn't be posting now, but hey. I'm addicted.
HS is debateable, and I'm even willing to concede the point, but it'd be a pretty small difference. Slam would be a deciding factor in the 2h vs 1h idea, but this is assuming slam won't reset the swing timer, in which case you wouldn't use it in a Fury rotation without godlike reflexes.
But, now that I think about it, this is rather pointless debating... The real determining factors will be: How much bleeds are going to get buffed (including the dot-tick mechanic question), and if Titan Grip will be viable (as, in its current form, it doesn't seem to be).
Impale is a given (or a toss-up, as it is in its current form for Fury specs: Impale vs. Defiance, depending on your expertise level) or at least a different (pointless) argument from 2h vs. 1h.
Also, since I'm on a roll here, I'll just go on record: If they simply change Slam as they're changing Steady Shot (which I think would warrant removing the Improved Slam talent, though that's another argument altogether), then I'll be a staunch supporter of Arms DPS.
Last edited by Ugato : 07/02/08 at 3:28 PM.
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07/02/08, 3:14 PM
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#59 (permalink)
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King Hippo
Tauren Shaman
Wildhammer (EU)
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Also sword spec proc 5s CD.(slower is better but not that much)
Tg is +-0 dps talents with auto attack, Bt, WW rotation. But you get bigger instant slams, +10damage(2h spec) but yuo lose 10talent points. If you can get 1% damage per talent point then Tg will lose(choises are some combination presicion, impale, 5/5 weapon spec, imp execute, sudden death, furious resolve, heroic leap)
2h spec and bigger WW/slam vs -20% haste and 10 talent points?
Edit: WW is 162.5% weapon damage instant attack. With Tg this is biggest special you have.
Last edited by Pitbuller : 07/02/08 at 3:19 PM.
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Slow, slower, shaman weapon.
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07/02/08, 6:03 PM
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#60 (permalink)
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Glass Joe
Human Warrior
Thunderhorn (EU)
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Just looking through the wotlk wiki an I noticed the Anger Management change:
Anger Management - "while in combat" removed from description.
Is that right? That we'll passively gain rage no mater where we are or what we're doing? Does that mean we'll be able to start every boss fight with 100 rage? Start every arena with 20?
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07/02/08, 6:16 PM
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#61 (permalink)
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Setting a bad example
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It's just a tooltip update. Anger Management has generated 1 rage passively forever, but it's not enough to stave off rage decay completely when you're out of combat. The rate at which you lose rage when you are out of combat it is effectively reduced by one per tick, and you gain one rage per tick when you're in combat.
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07/02/08, 6:41 PM
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#62 (permalink)
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Glass Joe
Human Warrior
Thunderhorn (EU)
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Ah that makes sense, and is something i actually knew too. Never mind. Would have ben nice to go back to the days of the bloodrage bug and start fights on full rage.
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07/02/08, 6:55 PM
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#63 (permalink)
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Glass Joe
Undead Warrior
Twisting Nether
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Originally Posted by Ugato
If another weapon adds its own procs, then I'm guessing OH proc'ing MH hits will help balance the two.
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That's how it works for rogues, AFAIK. If anything, it should garner more procs, even with the cooldown.
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07/02/08, 7:14 PM
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#64 (permalink)
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Von Kaiser
Tauren Warrior
Bonechewer
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Wait a minute...
Wont the dual wield talent increase your offhand damage with titans grip?
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07/02/08, 7:29 PM
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#65 (permalink)
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Don Flamenco
Undead Warlock
Scarlet Crusade
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Originally Posted by Mardraum
Wait a minute...
Wont the dual wield talent increase your offhand damage with titans grip?
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Current assumption is that both DW spec and 2H spec will apply via Titan's Grip, but good luck prying loose points from a TG build to get past Impale.
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To teach and to learn, to laugh and make others laugh. This is my purpose, and any day in which I don't wasn't worth the time it took to get through.
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07/02/08, 8:06 PM
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#66 (permalink)
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Bald Bull
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Impale doesn't really favor 2Hers for whirlwind. The average damage bonus as a percent of the attack is the same either way, if Whirlwind already favors 2Hers it will increase the favoring marginally. On the other hand if it favors DW, it will increase that favoring as well. Impale does make Heroic Strike favor 2H weapons. The weapon damage portion on a non-crit was alreay there from the auto-attack, the bonus damage is static, but a crit heroic strike with impale gets an extra piece of the weapon damage that would not have been there before. This is only true in finite-rage situations, though, or else you can HS every autoattack and it makes no difference.
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07/02/08, 8:57 PM
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#67 (permalink)
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Glass Joe
Tauren Warrior
Bloodscalp
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I like bloodsurge the way it is. It beats "hit X ability every CD" playstyles and I think it adds a nice boost of damage to those who are willing to use it.
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07/02/08, 9:20 PM
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#68 (permalink)
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Djeibz
Orc Warrior
Darksorrow (EU)
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I really like the new warrior talents personally with one exception. With crushing blows gone(with what we know at this time at least) why would you want to use a warrior MT over say a druid(who also now gets a panic button)? One day being tired I misread shield block as: "Will block the next attack by 100% dmg". Shield block currently, albeit somewhat arguably, is the skill that defines a warrior as a Main Tank in raid settings. Moving the skill to a 30 second cooldown(20 talented) and removing one charge of it in essence removes a vital point of warrior tanking. Blocking for 800 compared to 400 every 20 seconds really doesn't cut it in my opinion for a class defining ability.
As I mentioned earlier about my misreading shield block, how would you guys think such a skill would fit in? Personally I think it would redefine warriors as endgame tanks without being to powerful(Talent could be 50%/100% instead of reducing cooldown on it to balance it) a, and Blizzard would have an easier time making new fights from a tank balance pov.(Imagine Brutallus today, a fight which heavily favors druids(especially for new guilds). Having that version of shield block could balance that class issue, simply by the warrior being able to 100% mitigate an attack during stomp. On the other hand it wouldn't favor warriors either because druids would still have their class defined way of dealing with it). I realize I might be rambling, but this is a discussion forum and would like to hear what other tanks think about the new shield block changes
Last edited by Jabez : 07/02/08 at 10:18 PM.
Reason: Breaking down the wall
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07/02/08, 10:01 PM
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#69 (permalink)
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Bald Bull
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I'm not sure I follow you. Are you saying that Shield Block is a class-defining skill, or are you saying that the ability to remove crushing blows is what defines warriors as a tank? And is this as a tank in general, or only when compared to druids? If block value becomes more important, even if it's only in 10-mans, Shield Block will remain a very important part of warrior tanking, and I disagree that avoiding crushes is what defines warriors, but I'll hold off on more detail because I'm not very clear on what your point is.
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07/02/08, 10:08 PM
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#70 (permalink)
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Djeibz
Orc Warrior
Darksorrow (EU)
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Sorry if I was unclear. The main reason warriors are maintanks per today, and not druids, is because of our shield block ability and it making us less vulnerable to crushings(in my opinion at least). In wotlk, that "edge" gets taken away from us in addition to druids getting a panic button. My post was a suggestion on how to make shield block "more" than a "avoid xxx dmg every 20 secs", or an invitation to a discussion about it if you may, because quite frankly I'm a bit worried about warriors being viable as Maintanks over druids/paladins in WOTLK.
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07/02/08, 10:28 PM
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#71 (permalink)
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Glass Joe
Night Elf Warrior
Terenas (EU)
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Whirlwind
I think one of the most interesting mechanics of Titan Grip is that, as it stands, Whirlwind will become the most powerful instant attack. I did a little bit of number crunching:
Assuming 3000 attack power, and max rank of Mortal Strike (+380?) and using The Blade of Harbingers(x2 for WW).
Average Non Critical Damage:
Mortal Strike: 1556
Bloodthirst: 1350
Whirlwind: 2058
Here are the formulae I used:
Mortal Strike Av. Damage = (Weapon DPS * Weapon Speed) + ((Attack Power / 14) * 3.3) + 380 = (134 * 3.5) +((3000 / 14) * 3.3) + 380 = 1556
Bloodthirst Av. Damage = AP *45 / 100 = 3000 * 45 / 100 = 1350
Whirlwind Av. Damage = (Weapon DPS * Weapon Speed) + ((Attack Power / 14) * 3.3 + ((Weapon DPS * Weapon Speed) + ((Attack Power / 14) * 3.3))*0.75
I checked this on my own spreadsheet, and it seems that WW will continue to outperform both Mortal Strike and Bloodthirst at essentially any amount of attack power. Could someone with a better grasp of the mechanics involved do a calculation to confirm/deny this? If it's correct will they roll back WW to how it was previously?
P.S. I know that I missed out important talents that a MS build would contain, which would affect the value shown (Two handed weapon specialisation), but I think the disparity is sufficiently large that it's not important.
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07/02/08, 11:29 PM
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#72 (permalink)
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Piston Honda
Human Warrior
Bladefist (EU)
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Originally Posted by Jabez
Sorry if I was unclear. The main reason warriors are maintanks per today, and not druids, is because of our shield block ability and it making us less vulnerable to crushings(in my opinion at least). In wotlk, that "edge" gets taken away from us in addition to druids getting a panic button. My post was a suggestion on how to make shield block "more" than a "avoid xxx dmg every 20 secs", or an invitation to a discussion about it if you may, because quite frankly I'm a bit worried about warriors being viable as Maintanks over druids/paladins in WOTLK.
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In my personal opinion, the defining characteristic of warriors as an end-game tank is that we have (arguably) the highest single target tps as well as multiple tools for handling different situations. Shield Wall, Last Stand etc. The fact that we're crushing "immune" is not really the class defining trait because Paladins have it far better than we do.
So basically I don't think the changes to Shield Block will break the warrior class as an end-game tank, or "the" end-game tank.

Originally Posted by Pharcyd3
I think one of the most interesting mechanics of Titan Grip is that, as it stands, Whirlwind will become the most powerful instant attack. I did a little bit of number crunching:
Assuming 3000 attack power, and max rank of Mortal Strike (+380?) and using The Blade of Harbingers(x2 for WW).
Average Non Critical Damage:
Mortal Strike: 1556
Bloodthirst: 1350
Whirlwind: 2058
Here are the formulae I used:
Mortal Strike Av. Damage = (Weapon DPS * Weapon Speed) + ((Attack Power / 14) * 3.3) + 380 = (134 * 3.5) +((3000 / 14) * 3.3) + 380 = 1556
Bloodthirst Av. Damage = AP *45 / 100 = 3000 * 45 / 100 = 1350
Whirlwind Av. Damage = (Weapon DPS * Weapon Speed) + ((Attack Power / 14) * 3.3 + ((Weapon DPS * Weapon Speed) + ((Attack Power / 14) * 3.3))*0.75
I checked this on my own spreadsheet, and it seems that WW will continue to outperform both Mortal Strike and Bloodthirst at essentially any amount of attack power. Could someone with a better grasp of the mechanics involved do a calculation to confirm/deny this? If it's correct will they roll back WW to how it was previously?
P.S. I know that I missed out important talents that a MS build would contain, which would affect the value shown (Two handed weapon specialisation), but I think the disparity is sufficiently large that it's not important.
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I was thinking about this as well, and if you want to just guess at the numbers of 2h weapon damage at 80:
Whirlwind now hits for about 1500 (conservatively) with a 2h weapon and raid buffed. If you want to take the damage inflation as about 75% from 70 to 80 then that 1500 would become 2625. Throw in the offhand weapon damage and you're looking at 1640.625 + 2625 = 4265.625 damage hit.
I think the burst potential of Fury is going to go through the roof with Bloodsurge and Whirlwind with Titan's Grip, then maybe a Bloodthirst and two white hits all in the span of about 3 seconds. That's going to be something like (assuming about 6.7k raid buffed attack power to match the Whirlwind estimate and something like 240 added damage to Slam):
4265.625 * 2.1 = 8957.8125 (Whirlwind)
3015 * 2.1 = 6331.5 (Bloodthirst)
2965 * 2.1 = 6226.5 (Slam)
2725 * 2.1 = 5722.5 (Main Hand)
1703.125 * 2.1 = 3576.5625 (Off Hand)
Grand Total: 30814.875 Burst Damage in 3 seconds. (Ability, gcd, Ability, gcd, Ability, 2 White hits in the time span)
I don't know how much the health pools are going to inflate by 80, but you're looking at pretty well destroying someone in 3 seconds as it stands now. This is assuming about 6700 attack power to reach the really really rough estimates for how much our damage will scale based on the inflation we saw from vanilla to TBC. I also have no basis for the 240 added damage to Slam, I just pulled that out of the air.
In any case, that's some very very insane burst damage potential. But if you want to look at it like this, compare the Fury warrior of WotLK to the Barbarian of Diablo II. Whirlwind was the biggest baddest ability you had and you could dual wield 2h weapons. It looks like Blizzard is finally letting the Fury warrior go the route of the Barbarian. I mean, Heroic Leap? Titan Grip? Whirlwind? It looks pretty familiar to me. I think Whirlwind is actually intended to be the big bad boom of WotLK. How much it's going to be tuned or whether I'm right is yet to be determined I guess.
Originally Posted by Kaan
Yarr! Tools :: Warrior 8472
I think this would be the most viable DW-Fury spec for now. You retain sweeping strikes and gain sword spec and bloodsurge. TG is too unbalanced/difficult to play so I ignored it for now (though, when slam is changed to not reseting swing timer, I could think of talenting 2/2 Slam and playing TG with Slam/BT/WW>HS Cycle).
Last talent point can be spend into 1% more Precision, 1/3 Furious Resolve (-4% Threat and +2% stamina) or 1/2 Whirlwind .
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I think that with the new cooldown on Sword Specialization you'll find that Titan's Grip would be more viable than it seems at first. Also, with the Bloodsurge talent I don't think you'll need the points in Improved Slam at all. Maybe something like 25/46/0 with 1 point in Titan's Grip, 1 in Sweeping Strikes, 4 in Sword Spec and aiming for 3.1 ish speed 2handers if Blizzard decides to itemize some decent ones around that speed.
Last edited by Voxx : 07/02/08 at 11:42 PM.
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Patch 3.0.2Warrior: The Warrior class has been removed, replaced with a new Engineering skill called Mobile Clown. The Engineer can place the Mobile Clown anywhere and control it like a pet, Mobile Clown cannot receive items nor attack, but all threat caused by the Engineer is redirected to the Clown. The Clown also occasionally makes rude gestures and noises in the general direction of the Engineer's target.
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07/02/08, 11:59 PM
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#73 (permalink)
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Bald Bull
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Druid tanking is currently balanced around the fact that they can get crushed and warriors cannot. I heard say in one of the threads that changes under consideration are redoing bonus armor on gear, and druids' agi->dodge conversion rate, effectively lowering their tanking abilities on both counts, presumably to equalize both classes in a crush-less environment.
I would argue that warrior tanking is more defined by the fringe benefits they bring for themselves and the raid that would otherwise have to be applied by some other warrior, like thunderclap, sunder armor, and demoralizing shout, as well as their generally broader range of tanking abilities including non-agro control methods. Basically, they're the most flexible tank while bears mostly specialize in smoothing burst damage and paladins specialize in multiple targets or single fast-hitting targets (and DKs will presumably specialize in casters). Shield Block is mostly notable for being the primary damage-mitigation ability and synergizing with revenge for agro. I think its current implimentation puts blocking as a form of damage mitigation meant to stand on its own rather than something whose primary benefit comes from preventing an occluded mechanic. My greater concern is actually the loss of revenge synergy.
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