Thats a whole lot of points for your own HoJ. Do you find it more necessary than the points in flurry? I feel like anything in prot besides 3/3 TM is pretty...odd.
Yes, I never ran with flurry for more than a few weeks back in S1. My best team is War/Lock/Druid, so I feel that the greater control amounts to more than what is not too large of an increase in damage. If I do spec back, it will be to MS/SS because I'm unwilling to give up TM.
If I do spec back, it will be largely due to the high percentage of time Conc blow fails for whatever reason.
Yes, I never ran with flurry for more than a few weeks back in S1. My best team is War/Lock/Druid, so I feel that the greater control amounts to more than what is not too large of an increase in damage. If I do spec back, it will be to MS/SS because I'm unwilling to give up TM.
If I do spec back, it will be largely due to the high percentage of time Conc blow fails for whatever reason.
I've been flirting with the idea of giving up TM for 3/5 flurry, but I feel like I'd really miss it. On more than one occasion a quick defensive stance/shield/spell reflect combo has won me an arena match, and it's flat out hilarious to reflect a PoM pyro every once in awhile.
I do some low-end PvE (kara, ZA) in the same spec I PvP with, so that's my reasoning behind going flurry over TM.
I recently took a break before Season 2 ended. I have always favored TM. I feel without the ability to spell reflect instantly from a different stance really plays against you in arena.
What has really confused me, is all of these high rated arena teams for S3, all the warriors have 3 points into Blood Craze. For the past 2 years this talent was laughed at, and still if you do the math, on average an arena Warrior has about 12k hp. 3% of 12k is 360hp. So you get back 360hp not instantly, but over 6 seconds... which is about 60hp per tick. Now this talent still seems worthless to me.
If there is someone who can tell me why Blood Craze is being utilized that would be greatly appreciated.
I love imp slam, SS, SW, and TM. Imp slam is so underrated.
Build rage while keeping MS/HS on your target -> intercept + white attack + imp slam -> MS -> WW -> white attack + imp slam (if white crits ill have the rage). Its such an effective burst combo and I use it after a priest drops pain suppression or something similar.
I recently took a break before Season 2 ended. I have always favored TM. I feel without the ability to spell reflect instantly from a different stance really plays against you in arena.
What has really confused me, is all of these high rated arena teams for S3, all the warriors have 3 points into Blood Craze. For the past 2 years this talent was laughed at, and still if you do the math, on average an arena Warrior has about 12k hp. 3% of 12k is 360hp. So you get back 360hp not instantly, but over 6 seconds... which is about 60hp per tick. Now this talent still seems worthless to me.
If there is someone who can tell me why Blood Craze is being utilized that would be greatly appreciated.
Blood Craze uptime is close to 100% when being focus fired. My Blood Craze ticks for 127/2sec on 12706 (unbuffed hp levels) right now on my own Warrior. Don't look at the ability as a static 360hp. Look at it more as a rolling hot that helps keep you up when being focused. That small bit of life you get in the 12 secs might mean the difference between you living and dying during a silence/spell lock/counterspell, or keep you hovering at 25% out of execute range. Lastly, your opponents will *perceive* you as being harder to kill than you actually are, which can do a lot to keep them from attempting to burst you down because they think they have a low chance of success. Warriors are meant to play an outlast game in most of the standard smaller groups, and that perception of your squishiness helps drive the game in that direction.
I did the math over a few 3v3 arenas and Blood Craze healed me for about twice as much against an RMP team than Second Wind did. In fact, when flag running WSG, I usually get more healing done through Blood Craze and Second Wind than some of our healers. Throw on the tank gear and full buffs and you start getting 200 point ticks, at least in my own tank gear. (parsed and sorted by ability in SW stats, mileage may vary)
I might not recommend Blood Craze unless you have HP levels approaching 13k unbuffed, though, since it may not tick strongly enough to warrant not speccing for improved shouts. This could also be why the high-end warriors spec it -- they have the HP levels to make it worth the talent points.
Any thoughts on Warrior/Pally vs Warrior/Pally mirror in 2v2?
If I attack the other warrior I do significantly more damage, which seems better, but their pally can try and sneak away and drink to win the mana war. Should I start on the warrior and then move to the pally partway through?
It doesnt seem to work well for us to just have two warrior vs pally fights because I'm maces and if the other warrior is swords he does much more dmaage (and my stuns dont really help me burn the pally down, he'll be able to get heals off at some point.
We play war pally mirrors depending on what the other team does. If their warrior gets on me (the paladin), my war gets on their paladin. If their war gets on my war, they just attack each other and we have a mana battle. If their paladin tries to get away, just intercept him.
I recently took a break before Season 2 ended. I have always favored TM. I feel without the ability to spell reflect instantly from a different stance really plays against you in arena.
What has really confused me, is all of these high rated arena teams for S3, all the warriors have 3 points into Blood Craze. For the past 2 years this talent was laughed at, and still if you do the math, on average an arena Warrior has about 12k hp. 3% of 12k is 360hp. So you get back 360hp not instantly, but over 6 seconds... which is about 60hp per tick. Now this talent still seems worthless to me.
If there is someone who can tell me why Blood Craze is being utilized that would be greatly appreciated.
We actually had this discussion about 2 pages ago and I was pretty much in the same camp as you. These guys convinced me that it was worthwhile, now I specced over to it and I wouldn't PvP without it. It's 118-119 a tick for me, and it's up quite often. When I'm doing the PvP daily queueing solo, it's not uncommon for me to end up at the top of the damage charts, AND at the top of the Horde side healing charts. I tallied 42k healing in a 20 minute AB. Granted that some of that was second wind, but Blood Craze is still pulling it's weight in that equation.
I think I ended up giving up 45ish attack power or so with the switch. For as much healing as that talent does, I'd definitely rate it over 45 attack power.
Warrior/Paladin - Use ES and the fact they can't dispel it as an opp for your shaman to get in some drink time. If both of you are bashing on the other healer you should be able to win due to higher dmg.
Warrior/druid - Good luck, you're never going to keep on a good druid and a shaman won't allow you to. So I guess burst his warrior and hope you kill him quick, otherwise this isn't good.
Warlock/Druid - Kill the pet, kill the pet, kill the pet, kill the lock. Hope you can do this while your shaman avoids fears, cyclones, etc while having a fel hunter beat on him with CoT likely up. Not a good matchup for you at all.
Cheers we've found that helpful. Still we do find it heads or tails when fighting them. Our current problem is a retri pally/BM hunter. Now that may sound odd but they kill me in seconds. The rep my shammy, he trinkets, they HoJ him, intimidate then im dead.
See if your shaman can drop a grounding totem for the first Repentance/HoJ, then eat the second stun, and trinket the third to heal you. Other than that, shield/spell refelect and humping pillars are your friend.
Disarm the Ret Paladin and try to kill the pet. A BM hunter without a pet is more or less useless. Also, have your healer at max range and intervene out to him if you get in trouble. It'll buy a few seconds with at least the Ret Pally unable to hit you.
For a shaman partner, you probably want to try to outrange the ret paladin's stuns. Hammer is a 10 yard range, Repentance is 20, you can heal from 40, and if they're going after your warrior with a melee, their paladin can't really go to stun you without stopping damage to the warrior.
Last edited by RootBreaker : 12/12/07 at 1:17 PM.
Reason: More relevant advice.
Warrior/Paladin - Use ES and the fact they can't dispel it as an opp for your shaman to get in some drink time. If both of you are bashing on the other healer you should be able to win due to higher dmg.
Warrior/druid - Good luck, you're never going to keep on a good druid and a shaman won't allow you to. So I guess burst his warrior and hope you kill him quick, otherwise this isn't good.
Warlock/Druid - Kill the pet, kill the pet, kill the pet, kill the lock. Hope you can do this while your shaman avoids fears, cyclones, etc while having a fel hunter beat on him with CoT likely up. Not a good matchup for you at all.
I had a 2255 2v2 with a shaman pre-2.3 (I switched to a druid for the gladiator push for various reasons).
This almost seems the opposite of what my experience was.
Warrior/Paladin - This team was the hard matchup for us, as a good warrior will do a lot to prevent the windfury advantage, and a paladin is harder to kill than a shaman and will always outlast in a mana battle. Your only hope is to get the paladin down before your shaman does - earth shield is luckily very effective versus warriors and they have no offensive dispel. It's on your shaman to stay alive and drop you WF when he can, and its on you to keep the paladin from getting off heals by rotating pummel/intercepts/intimidating shouts.
Warrior/Druid - Kill the druid. A very good warrior will make this difficult as he'll intercept/hamstring you whenever the druid gets low and has to run to drink - return the favor and let your shaman do the same. Eventually you'll get a burst that lets you kill the druid when his NS/instant roots/bash are down. I found this matchup a lot easier than Warrior/Paladin, especially if you can get your shaman to help you burst the druid down at the right time. Trinket is best used on druid bash when trying to kill a druid. An intercept->slam followed by a mace stun, then MS, another slam and WW can practically drop a druid, fear bomb if the druid roots you out of range and be ready to pummel if they try to cyclone you.
Warlock/Druid - This was the easiest team for us by far. We'd pray to fight this team every time as it's almost a sure victory. First, kill the felhunter. If he sees you and starts summoning a VW right off the bat, see if you can interrupt him. Use bloodlust if necessary, have your shaman shock cyclones if possible, and hamstring the warlock so your shaman can more easily LOS him. Once you destroy the felhunter, have the shaman try to purge the warlock's fel domination. If this succeeds, you stay on the warlock and win the game. If he summons another felhunter, kill it again. If he summons a VW, stay on the lock, interrupt his mana drains, and have your shaman LOS and be as mana efficient as possible. You can easily outlast this team. Kill the VW when it gets low from beating on the lock if possible.
Well yeah your advice might be better, since I never quite got to the numbers you did. I would agree with what you said about the war/pally and lock/druid. However I just am not sure really how you expect to stay on a druid. Even if you were left alone (and you won't be) its pretty damn hard to stay on a resto druid with all the outs. Sure if you're mace spec you might get a lucky proc and nail him in caster form but I don't see this setup working too well for the shaman/warrior due to the CC the druid has.
I played that last season. It's reasonably strong but it lacks any offencive ability which makes good drain teams very hard. You also tend to lose badly against heavy physical damage makeups with a dispell. Without that 2nd DPS it's very hard to put the opposition on the backfoot so you'll find your healers having to scramble around doing nothing but keeping everyone alive and out of CC much more often than you'd like. Honestly I very, very rarely cast manaburn in this setup until the mopup phase. Any team with a rogue will make it essentially impossible until you've already won (getting away form the rogue is 90% of the fight). Against druids you will rarely ever get the opportunity to burn them as they're either LOSing or are in bear recieving the beatdown. Against drain setups it's far more important to protect your own mana pool than to knock down theirs. Really the only teams we beat via mana burns were mirror matches or warrior+paladin+druid.
I did some test runs last week before starting a new team with war/disc priest/resto druid and it works well enough at low levels. Id guess that war/priest/pally would work im a similar fashion