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07/27/07, 5:41 AM
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#351 (permalink)
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Glass Joe
Dwarf Paladin
Cenarion Circle
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Originally Posted by Deci
Not sure if this is the right place to post this, but I'm having problems with my arena team when facing druid/xx/xx teams where the druid is capable of giving me big problems killing him or simply making it very hard for me to do deal damage to the opposite team.
My team consists of Holy Priest/Holy Paladin/Warrior where we play an outlasting game with heavy dispelling.
The only thing that seemed to change the immobilizing effects a bit was the surefoot enchant and change of meta gem in head item inorder to gain 10% resistance to roots/snares - well worth it but druids still give me problems with the cyclone spammage.
Should we run an offensive dispelling game against the druid inorder to put pressure on him? Judgement of something - worth it or? What should the holy priest be doing other than kiting melee dps and keeping himself/paladin alive?
Thanks for any help, cause atm they really seem to be the bane of our team, beyond the well played mages who spam sheep on our paladin(which might be resorted next patch, when the cc control is changed).
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As you engage, watch for the druid popping out of stealth to get an idea of whether or not he's pre-loading himself up with HoT's. If he is, your priest should be dispelling these as soon as you engage, to negate the dispelled heal without it doing too much good. Your paladin NEEDS to put Judgement of Justice on the druid, and you need to be on the ball with pummels when it comes to cyclone. Your goal(with resto druids) is to put them into bear while your teammates dodge CC. Luckily, your team makeup has good staying power, so even if you have a bit of trouble getting the druid down, your teammates should be able to stay up for quite a while. A lot will depend on your paladin getting JoJ on the druid and keeping you from being snared - otherwise, there's no way you'll beat the kite against a skilled druid.
Alternatively, if the druid is feral, you should really pick another target. If the cyclones are bothering you, your paladin and priest can work their magic with stuns and/or fears, and you can set the druid as your focus and intercept when the time is right. Unfortunately for you, there's probably not too much you can do in this situation, as opposed to the resto druid. Hoping for your target to kite you out of range of the druid is probably a pipe dream, so much of the impetus is going to lie with your priest and paladin to prevent the first few initial cyclones. You likely won't be able to dodge all of them, but focusing your CC on the druid will provide the biggest benefit.
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07/27/07, 9:43 PM
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#352 (permalink)
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Glass Joe
Undead Warrior
Karazhan (EU)
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Question: Is hit rating a stat needed in PvP at all? I got about 85 HR on my warrior currently.
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07/27/07, 11:21 PM
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#353 (permalink)
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RIP Nodomino
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Originally Posted by Edoc
Question: Is hit rating a stat needed in PvP at all? I got about 85 HR on my warrior currently.
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Needed, yes. Prioritized? No.
85 HR should put you at 5%~, which is about standard for itemizing your PvP sets. You will still miss an occasional Mortal Strike, Pummel, or Hamstring (in my opinion, these are the skills you up your hit-rating to avoid missing with), but it won't be frequent enough to sacrifice the extra critical strike rating or attack power that you would socket or replace gear with. Remember, hit rating isn't easy to come by, so you'd probably end up socketing stuff with a rigid dawnstone to climb up past 5%.
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07/28/07, 1:28 PM
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#354 (permalink)
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Von Kaiser
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Originally Posted by Deci
Not sure if this is the right place to post this, but I'm having problems with my arena team when facing druid/xx/xx teams where the druid is capable of giving me big problems killing him or simply making it very hard for me to do deal damage to the opposite team.
My team consists of Holy Priest/Holy Paladin/Warrior where we play an outlasting game with heavy dispelling.
The only thing that seemed to change the immobilizing effects a bit was the surefoot enchant and change of meta gem in head item inorder to gain 10% resistance to roots/snares - well worth it but druids still give me problems with the cyclone spammage.
Should we run an offensive dispelling game against the druid inorder to put pressure on him? Judgement of something - worth it or? What should the holy priest be doing other than kiting melee dps and keeping himself/paladin alive?
Thanks for any help, cause atm they really seem to be the bane of our team, beyond the well played mages who spam sheep on our paladin(which might be resorted next patch, when the cc control is changed).
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If your priest actually free time to sit and cast at all, mana burn should help majorly, especially if he can hit the druid with it. Keep in mind that while this won't work on bear or cat forms, travel form leaves the druids mana open to being burned. Helps if your priest has the imp mana burn talent of course... depending on how successful the druid's kite is, it might be a good idea to have the priest force the druid out of LoS with mana burn and you to try killing something else... still have to deal with roots/cyclone, but not the speed advantage the druid has if you can't get Judgement of Justice up on him.
On a side note, do people think surefooted + the crit/snare/root meta gem is worth it? Runspeed is pretty useful to have, and short of using old AB boots that combo doesn't leave you any way to get it...
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07/28/07, 3:04 PM
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#355 (permalink)
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Glass Joe
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Originally Posted by Nethris
If your priest actually free time to sit and cast at all, mana burn should help majorly, especially if he can hit the druid with it. Keep in mind that while this won't work on bear or cat forms, travel form leaves the druids mana open to being burned. Helps if your priest has the imp mana burn talent of course... depending on how successful the druid's kite is, it might be a good idea to have the priest force the druid out of LoS with mana burn and you to try killing something else... still have to deal with roots/cyclone, but not the speed advantage the druid has if you can't get Judgement of Justice up on him.
On a side note, do people think surefooted + the crit/snare/root meta gem is worth it? Runspeed is pretty useful to have, and short of using old AB boots that combo doesn't leave you any way to get it...
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I've been experimenting with the run speed and afterwards with the resist meta gem. Tbh I find root resistance a huge different especially against targets that are the core of the teams (Druids or Frost mages who can kite the melee in your team). While paladins/priests can dispel the roots - they might be busy healing or the BoF is taken by the kiting person taking damage from the opposing team. It's a very worthwhile enchant to get, and helps you get an edge on a druid who really can give you problems, or a frost mage with many snares.
Btw found killing the elementals was pretty effective as well - takes dmg/control from the mage but does leave him open for a short amount of time.
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07/28/07, 4:42 PM
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#356 (permalink)
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Glass Joe
Orc Warrior
Sunstrider (EU)
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Originally Posted by Encross
Needed, yes. Prioritized? No.
85 HR should put you at 5%~, which is about standard for itemizing your PvP sets. You will still miss an occasional Mortal Strike, Pummel, or Hamstring (in my opinion, these are the skills you up your hit-rating to avoid missing with), but it won't be frequent enough to sacrifice the extra critical strike rating or attack power that you would socket or replace gear with. Remember, hit rating isn't easy to come by, so you'd probably end up socketing stuff with a rigid dawnstone to climb up past 5%.
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I'm gonna disagree and say hit rating should be your number one priority without sacrificing vital stats until you reach 5%. More than this is wasted points really, but helps with frost mages and feral druids (-hit talent and aoe-resistance talent (whirlwind) respectively).
Not missing a Hamstring during a stun if the mage blinks away, not missing Mortal Strike at a crucial moment and so on and so on is very important.
The pvp-sets (not even Merciless) has enough hit rating to reach 5%, even with non-set pieces and jewelry from pvp. You'll end up just below (Merciless + weapon = 60HR not counting the rest) which many thinks is fine it seems. I don't.
Edit: I forgot the Cenarion head-enchant is hit, not crit. This helps, obviously.
Also edit: I have too much hit atm due to some new upgrades this last week. As of writing I'm a good example on wasted itempoints in that section. Working on getting the Veteran neck and ring which helps alleviate this.
What I'm getting at here is that socketing hit is fine, as long as it doesn't take away too much from other stats by doing this. Some pve-items are also pretty good for this. See Violet Signet for a good example.
Last edited by terraak : 07/28/07 at 4:54 PM.
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but you have PLATE ARMOR.
ITS PLATE. THAT YOU WEAR. PLATES OF METAL.
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07/28/07, 5:54 PM
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#357 (permalink)
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Piston Honda
Tauren Warrior
Kel'Thuzad
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I'm a huge fan of killing water elementals - they are incredibly soft, I can take them out in <5 seconds fairly consistently. Obviously removing the root and the substantial DPS the waterbolts put out is good, but another thing it does is makes it much more difficult for the mage to pull off a frostbolt+icelance shatter combo since he only has his personal nova to use. Most mages I've found do not control their elementals very well at all, some of them blow the elemental the moment the doors open and then their team does not play very aggressively, so you can just sit back and let it despawn. Another common mistake is getting careless and letting the pet get drawn behind a pillar where it can be killed out of LOS. I honestly don't remember a time where I regretted the few seconds I had to leave the mage open to kill his water elemental.
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08/01/07, 3:30 PM
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#358 (permalink)
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Spymaster
Karnadas
Draenei Shaman
No WoW Account
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Since I'm almost at the point of getting Deep Thunder made, I wanted to revisit weapon enchants. Mongoose or Savagery. Now I like the idea of the mongoose proc and then using trinkets/DW to boost the damage during that time for more burst, but I'm wondering how often I'll have it up but not be on a target or waste the proc. While 70 ap on everything I do seems a bit more stable.
Also on the choice of trinkets. Currently I have the Abacus of Violent Odds and plan to get the PVP trinket. How much of an upgrade would the Bloodlust Brooch be over either? I figure it would replace the Abacus, but how much of an upgrade is it really?
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08/01/07, 3:46 PM
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#359 (permalink)
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Piston Honda
Human Warlock
Twisting Nether
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I purchased, possibly against my best interests, the [Merciless Gladiator's Cleaver] a week or 2 ago, because I wanted to play with Fury and it was a huge upgrade over my [Crystalforged War Axe]. Next week I'll be able to buy the [Merciless Gladiator's Hacker].
I was also raising my blacksmithing, and it's up to 250 now, so if I finished that up, my best 2h option would be [Thunder] until I could upgrade to [Deep Thunder].
Would a dual wield mortal strike build using the Merciless Gladiator axes be superior to a 2h build with Thunder?
My ideal mortal strike dual wield build would be along the lines of Talent Calculator - World of Warcraft, however I'm not sure if I'd just be better using an inferior 2her with mortal strike.
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08/01/07, 4:19 PM
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#360 (permalink)
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Spymaster
Karnadas
Draenei Shaman
No WoW Account
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Not sure I'd call Thunder, especially when you upgrade it, inferior. Even with the regular one last week I would still get a bunch of stun procs on it. When I get it upgraded it should be even nicer for the stunage.
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08/01/07, 4:22 PM
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#361 (permalink)
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Piston Honda
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The issue I've had and had while pvping with DW warriors has always been a lack of burst against focus targets and mages. A 2hander with 1 auto attack and 1 MS will hit much harder than a DW with 1 autoattack round and 1 MS. If your target deathcoils you, frost novas, blinks after intercept, or has healing incoming, the 2hander wins out in PVP where burst is key. Also, in a crowd, the WW hits much harder and leaves more significant deep wounds. Furthermore, if you are loading up crit/ap, when you go after someone DW, there is a chance to have a few seconds of miss at which point you are starting over again. Mace spec is also very popular, but that's a different topic.
I think you could pull off a dw ms spec, but I personally think the 2hander at the same skill level would have a higher ceiling.
Also, second wind is a fine talent the closer you get to being on your own. A lot of times a warrior in arenas will be CCed to keep him tied up and when you get out, you want a lot of rage to play with. Frenzy is nice against stationary targets but loses value when your targets create separation.
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08/01/07, 8:55 PM
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#362 (permalink)
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Von Kaiser
Undead Warlock
Frostmourne
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Does anyone know of a mod that help with the timing of Imp Slam? With my high ping my white attacks are inconsistent at best.
I was wondering if there was something similar to /stopcasting macros that casters use or a cast bar for a warriors autoattack.
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08/02/07, 12:17 AM
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#363 (permalink)
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Don Flamenco
Night Elf Warrior
Durotan
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Quartz. On the wowace site.
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08/02/07, 1:59 AM
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#364 (permalink)
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Glass Joe
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Originally Posted by Encross
Needed, yes. Prioritized? No.
85 HR should put you at 5%~, which is about standard for itemizing your PvP sets. You will still miss an occasional Mortal Strike, Pummel, or Hamstring (in my opinion, these are the skills you up your hit-rating to avoid missing with), but it won't be frequent enough to sacrifice the extra critical strike rating or attack power that you would socket or replace gear with. Remember, hit rating isn't easy to come by, so you'd probably end up socketing stuff with a rigid dawnstone to climb up past 5%.
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You need ~90 hit rating (assuming +skill from talent) to not miss with your 2hander. You WILL lose games because you miss the pummel, not because your mortal strike doesn't crit. You can argue all you want that if you crit the MS you could do so much damage and target will die and you'd win the game, but you're not critting MS for ~65% of the time anyway.
Missing a pummel, however can mean any of these things:
A polymorph gets through: you lose at least 2-3s dps'ing or your priest is out of the game for a bit
A heal gets through (whoever being healed is not gonna die)
A Cylone/Fear get through, you're not getting healed for a while..
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08/04/07, 3:01 AM
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#365 (permalink)
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Glass Joe
Night Elf Warrior
Gorgonnash
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Originally Posted by archz0r
Mace is superior to axe in 5v5 Arena IMO, the Mace proc is on its own DR cooldown and does proc a lot, as a healer in 5v5 Arena I can't even begin to say how irritating mace spec is.
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The proc on DT/SH is on the same DR. Go test it you will see, 4 seconds is quite noticable. Which rarely happens if you have already charged, you need it to proc first. Too bad the proc doesnt happen all that often as you would think. Its mace spec it self that stuns alot, not the weapons proc. However i believe SH is still superior to the Merc mace simply because you have a chance to stun for 4 seconds, which like i said rarely runs the full duration of 4 seconds.
I would like to try out the Merc sword eventually though. My new 5v5 is very well organized and am expecting minimum a 2100 rating. Worth it or just go with season 2 armor?
Currently using deep thunder if you were wondering.
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08/06/07, 8:48 AM
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#366 (permalink)
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Does not play well with others
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Originally Posted by cauch
You need ~90 hit rating (assuming +skill from talent) to not miss with your 2hander. You WILL lose games because you miss the pummel, not because your mortal strike doesn't crit. You can argue all you want that if you crit the MS you could do so much damage and target will die and you'd win the game, but you're not critting MS for ~65% of the time anyway.
Missing a pummel, however can mean any of these things:
A polymorph gets through: you lose at least 2-3s dps'ing or your priest is out of the game for a bit
A heal gets through (whoever being healed is not gonna die)
A Cylone/Fear get through, you're not getting healed for a while..
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It's 79 hit rating or 5% hit.
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[12:30:13] <tedv> Step 1: Find the shift key
[12:30:18] <Gurgthock> Step 2: you
[12:30:20] <Gurgthock> Step 3: stfu
[15:47:00] <Nuru> "You seem to be getting hit by fire a lot. Would you like some advice?"
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08/06/07, 12:28 PM
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#367 (permalink)
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Piston Honda
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Originally Posted by XI-
It's 79 hit rating or 5% hit.
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What's the cap work out to as a human arms spec with 359 weapon skill? I've been around 74ish forever and can't remember seeing a miss though I've never parsed it out.
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08/06/07, 2:26 PM
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#368 (permalink)
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Piston Honda
Undead Warrior
Boulderfist
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Originally Posted by Apothikus
However i believe SH is still superior to the Merc mace simply because you have a chance to stun for 4 seconds, which like i said rarely runs the full duration of 4 seconds.
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Meh, stun duration really doesn't matter that much. The fact that it interupts whatever is going on is what's important. There are games I almost feel sorry for the other guy because he spends 70% of it stunned.
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08/10/07, 5:47 PM
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#369 (permalink)
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Banned
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I am currently using the Lionheart Executioner with a 40/21/0 build and so far it has worked out well. I used (pre-bc) the Hammer of Ragnaros Mace-spec and although its great for pvp stunning, the extra damage through Sword spec outweighs this massively in my opinion.
On a side note, would a 31/30 build be better for Mace spec with Flurry getting the Mace stun to proc more? This would enhance the 5% to proc more for Sword or Mace spec. Especially now with the Windfury Nerf for warriors with a 41/20 or 40/21 build, MS will be used less and Flurry will trigger more WF attacks.
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08/12/07, 8:20 AM
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#370 (permalink)
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Glass Joe
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Hi,
I have some questions about control setup, namely I'm still primarily a clicker and am wondering the best setup to learn to play primarily off hotkeys.
My warrior is averagely geared at the moment and my teams are in the 1450 - 1550 area. I still am of the view that we are still learning so thus it does not bother me that much if we go from 1550 to 1450 in one night, as we would have played some decent (at our level at least) teams.
Control wise I use wasdqr to move, and have herioc strike set to "1", hamstring to "2" and MS to "3". All my other main abilities or macros of abilities (over power, charge/intercept ect) are in the hot bars too, but because my left hand is stuck to wasd, I mouse click them. I have read this is not the best way and improve.
Should I be using the mouse solely to move and look and leave my left hand free to use hotkeys to get everything done? I feel this would be quite a big step up control wise. I am also keen to hear what other, more successful, warriors do.
Thank you for your time.
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08/13/07, 2:55 AM
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#371 (permalink)
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Von Kaiser
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Personally, I have strafe bound to the A and D keys, and have completely taken the turn keys off of my keyboard. I use my mouse to completely control my character. I prefer this method because it is almost always to move using a mouse, and it also opens up a few more keys to bind skills to.
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Reclaimed is currently looking for 2 Mages, 2 Warlocks, and a Holy Priest who are Elitist Jerks just like the rest of our guild.
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08/13/07, 4:53 AM
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#372 (permalink)
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Piston Honda
Tauren Warrior
Kel'Thuzad
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Originally Posted by Talorn
Hi,
I have some questions about control setup, namely I'm still primarily a clicker and am wondering the best setup to learn to play primarily off hotkeys.
My warrior is averagely geared at the moment and my teams are in the 1450 - 1550 area. I still am of the view that we are still learning so thus it does not bother me that much if we go from 1550 to 1450 in one night, as we would have played some decent (at our level at least) teams.
Control wise I use wasdqr to move, and have herioc strike set to "1", hamstring to "2" and MS to "3". All my other main abilities or macros of abilities (over power, charge/intercept ect) are in the hot bars too, but because my left hand is stuck to wasd, I mouse click them. I have read this is not the best way and improve.
Should I be using the mouse solely to move and look and leave my left hand free to use hotkeys to get everything done? I feel this would be quite a big step up control wise. I am also keen to hear what other, more successful, warriors do.
Thank you for your time.
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Keep in mind that when you hold down the right mouse button to turn with the mouse, the turn left and turn right keys automatically become strafe left, and strafe right. There is no need to actually have strafe left or strafe right bound to a key since you should always be turning using the mouse. Unbinding the strafe keys frees up Q and E(their default bindings, anyway) to be used as bindings for commonly used abilities. I have Q bound to Battle Stance, and E bound to berserker stance. I don't use many macros, when I want to overpower, all I do is hit Q, then hit 5. For intercept, it goes E, then 4. I see no need for macros for overpower or intercept, especially intercept since a vast majority of your time pvping on a warrior you are going to already be in berserker stance anyway.
Also make sure to take full advantage of every button on your mouse, and the mouse wheel as well. My mouse has 5 total buttons, the side buttons are both extremely useful for commonly used abilties, and you can also bind mousewheel up and mousewheel down to abilities as well, which default to camera zoom functions that if you need those you can rebind them elsewhere, like on the home/end keys since they aren't important.
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08/13/07, 10:22 AM
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#373 (permalink)
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Von Kaiser
Bolg
Troll Priest
No WoW Account
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Originally Posted by Talorn
Hi,
I have some questions about control setup, namely I'm still primarily a clicker and am wonde | | |