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05/05/09, 10:34 PM
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#176
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Glass Joe
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A quick question: What is the 2h yellow hit cap against another player? I posted this in the War simple questions/answers forum but the only responses I got were PVE caps against a lev 83 mob. I assume that the hit cap against another player would be lower. I've always run with the assumption that it's 5%. Is this correct?
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05/06/09, 1:09 AM
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#177
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Glass Joe
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Originally Posted by Alighieri
I've always run with the assumption that it's 5%. Is this correct?
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Yep.
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05/08/09, 3:09 PM
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#178
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Von Kaiser
Troll Mage
Shadow Council
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Originally Posted by Alighieri
A quick question: What is the 2h yellow hit cap against another player? I posted this in the War simple questions/answers forum but the only responses I got were PVE caps against a lev 83 mob. I assume that the hit cap against another player would be lower. I've always run with the assumption that it's 5%. Is this correct?
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It is 5% baseline, the same cap as vs an equal level mob. Certain classes / specs have the ability to drop their chance to be hit further. I know frost mages' arctic winds is -5% chance to be hit, i think pallies have a similar talent...I don't know all of them.
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05/09/09, 2:48 PM
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#179
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Von Kaiser
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I've been playing as 57/14 with Blood Craze and I just don't notice any major survivability against Rogue. Burst damage from DK's and Pallies is too much for Blood Craze to compensate for and even some of the burst from Arcane Mages. I haven't done my arena's this week but I started doing BG's as 60/11 and I don't notice any difference without Blood Craze. It seems like the only true way to gain survivability is by stacking more Resilience. I'm at 616 resilience and the only way I'm going to get more resilience is through Furious weapon and Furious set items, I refuse to gem for resilience or get rid of my Melancholy Sabatons. I also put Blood Drain on my tanking weapon and don't notice any benefit in pvp, I've never even noticed it proc. Is it just a passive gain? I'm starting to think that maybe that Parry enchant that deals damage coupled with Revenge spam might be better.
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05/10/09, 4:45 AM
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#180
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Glass Joe
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I have seen different variations of the the 57/14 talent build for Arms Arena teams. The following link shows my current talent build for 2v2.
http://talent.mmo-champion.com/?warr...0&version=9868
I wanna get the community's opinon on Improved Hamstring and Sudden Death. I am running three full points in IH and only one in SD. I have seen others who flip those numbers to where you would have one point in IH and three points in SD. Personally, I find more of a value in IH with the stackable glyph since SD works off of hit percentage now instead of crit persentage. I may be wrong though.
The other thing I wanted to see is if the 57/14 build is optimal for a 5v5 setting. I have heard from certain players that there is more of a rage issue in 5v5, which there isn't in 2v2. If players could share their builds, it would give me a snapshot of what is the most optimal.
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05/10/09, 12:07 PM
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#181
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Von Kaiser
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This is the build I used in 3's last night. 60/11/0 build We didn't play a lot of games because it was late but we had 65% win rate. As expected I didn't have any real change in survivability against Rogues. I learned that if we suspected a Rogue I just went S&B to see what was going to happen and as a team we tried to get in combat ASAP so our healer would avoid the Sap. I'm really doubting the Imp Hamstring, I can't think of one time that it procc'd. I think I'm just going to add one more point to IW, 3 miliseconds is better than nothing I guess, and then go 4/5 into Parry. Also considered putting 2 points into Imp Thunderclap. The slowing effect is probably only a milisecond or two added to cast times but that couple with the UA debuff may actually be huge. Decisions, decisions...
Last edited by Annihilus : 05/10/09 at 12:22 PM.
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05/10/09, 9:32 PM
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#182
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Glass Joe
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I also have another question which I forgot to add to my earlier post. What is the current weapon enchant of choice? Because of the sporadic hit rate on opposing players, I have always felt that a constant AP enchant in Massacre would be the ideal choice. Yet, I have seen many warriors still use Zerker. Is the potential uptime on Zerker still out weigh the benefits of a constant 110AP in Massacre?
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05/11/09, 12:17 PM
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#183
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Glass Joe
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A lot of these questions depend on playstyle and comp. I'll throw mine out there for considerations- I run 2s w/ resto druid and 3s as Rogue / Priest / Warrior. That 3s comp, for the record, demolishes RMP. The Priest can Pain Sup immediately and he will die before it is over.
Between Disarm, Fear, Hamstring, Charge, and Intercept I've never had a problem peeling for my druid. Hence, I drop the hamstring glyph and the talent points in Imp Hamstring. Feels too RNG for me, we usually win through a grind game.
Glyph Bladestorm (pushes the kill faster), Rending, Rapid Charge.
There are a lot of options in the good pvp builds, here are my points and why-
My Build
- 3 in Iron Will / 1 in Tac Mastery- All you need to spell reflect / disarm from a stance switch- and I rarely, if ever, Bladestorm or Sweeping Strikes after switching stances. I don't see a need for more than one point in Tac Mastery.
- 0 in Imp Ham - reason stated above, feels very unecessary RNG - and I don't really need it to peel.
- Blood Craze is strong - and helps with the grind game I try to pursue in 2s.
Blood Draining - This only lasts 20 secs once you get it stacked up, so I'm not sure how much I'm into this enchant. However, there is nothing else (outside of a weapon chain) I would consider putting on a 1H. That considered - I also would not put a weapon chain on my 2H, so Blood Draining wins for me. Prolly Resil on the shield.
What comps are you folks running for 3s? After one night playing about 50 games, we've got around 1700 MMR with a complete first time pvp newbie priest and a good rogue (not great). Seems to be working well, but we were crushed by a heavy cleave (Ret / War / Resto Sham). Also, I'm still swinging Death's Bite - one week from T1 weap so that should help.
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05/11/09, 12:59 PM
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#184
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Everybody knows that the bird is the word
Birdemani
Orc Warrior
No WoW Account
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Originally Posted by Swordanboard
Blood Draining - This only lasts 20 secs once you get it stacked up, so I'm not sure how much I'm into this enchant. However, there is nothing else (outside of a weapon chain) I would consider putting on a 1H. That considered - I also would not put a weapon chain on my 2H, so Blood Draining wins for me. Prolly Resil on the shield.
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You are playing with Weapon Mastery, why would you consider a weapon chain? Agility to weapon is a decent option as well.
Note: Your spec and glyph choices should be influenced by the comp you are playing with and the comps you tend to see a lot of. Imp Hammy doesn't do much if you are seeing a lot of BoF's and you don't have the ability to purge/steal it. Instead of looking for a base "what spec and glyphs work best" answer, you should do some research on what the best teams with your comp are running with and try to understand the choices they made and then see if it matches your playstyle. Personally, I made 6 glyph setup changes this weekend and I'm still not set on a particular setup. I know I couldn't play with the Bladestorm glyph as that rushdown style isn't how we play our Resto Shammy/MS 2s.
Also, I've seen a lot of warriors playing as Arms use their old Spell Reflect macros that puts them into Defense Stance. Don't forget you can use both Spell Reflect and Shield Bash in Battle Stance.
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05/11/09, 1:31 PM
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#185
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Glass Joe
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Including the weapon chain was for completeness. I'm not married to the two points in WM - but I don't want to put a weapon chain on my weapon. As long as I don't enchant the 2h with a chain, the WM points stay.
Regarding Spell Reflect - DAMN I am a noob. I knew about shield bash, but Spell Reflect...jeez. My druid is gonna be hella mad when he hears I didn't know this...
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05/11/09, 3:27 PM
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#186
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Von Kaiser
Troll Mage
Shadow Council
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Originally Posted by Swordanboard
Regarding Spell Reflect - DAMN I am a noob. I knew about shield bash, but Spell Reflect...jeez. My druid is gonna be hella mad when he hears I didn't know this...
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My world just got rocked, too.
And imp hamstring - yes its very rng, but with points and glyph it's a 23.5% chance to proc. In my experience...yes once or twice I have gotten a proc that was "oh shit!" lucky and saved my healer and was obviously game changing. And of course, you can't rely on that. Much more often though I think it has been useful in getting procs that simply increase the pressure on my opponents or reduce it on my team. No, the proc wasn't a huge save. It was just 5 seconds that my partner wasn't taking damage, or allowed MS to drop off, or forced a cooldown out of my opponent, or caused the opposing team to make some defensive maneuver instead of staying on the offensive. In the game of pressure or grinding, I feel like imp hs makes a difference and is worth the points.
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05/11/09, 3:41 PM
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#187
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Glass Joe
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News from PTR -
Arms
* Juggernaut now gives your next Slam or Mortal Strike has an additional 25% chance to critically hit if used within 10 sec. (Down from 100% chance)
Glyphs
* Glyph of Rapid Charge now reduces the cooldown of your Charge ability by 7%. (Down from 20%)
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I'll be dropping Glyph of Rapid Charge and picking up Hamstring Glyph / Talents.
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05/11/09, 4:01 PM
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#188
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Glass Joe
Dwarf Warrior
Black Dragonflight
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Any suggestions on specific tactics when trying to peel a rogue off my resto druid in 2s? Rogue/x has been a nightmare for us. I generally Charge, then Fear if the 2nd player is in range, otherwise go straight to disarm. I also apply hamstring/piercing howl as needed, but there are times he won't survive long enough for it to matter. There are probably things he can do to help survivability (such as more resilience), but from the warrior perspective is there something I'm missing?
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05/11/09, 4:11 PM
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#189
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stalemate associate
Osseric
Blood Elf Paladin
No WoW Account
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Rogue/healer or Rogue/DPS? If it's a lone Rogue, your tree shouldn't need help to deal with it. How you handle DPS/Rogue teams depends on the DPS - I like to fight double melee teams in the middle of the arena, giving them no pillars to kite my Warrior around, just moving in the open to take advantage of Hamstring root procs. Mage/Rogue is mostly on your Druid to survive because you'll inevitably spend some time sheeped; the most you can do is try to spell reflect, and use Bladestorm to force the Rogue to back off and give your tree breathing room.
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05/11/09, 4:22 PM
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#190
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Everybody knows that the bird is the word
Birdemani
Orc Warrior
No WoW Account
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Originally Posted by malthrin
the most you can do is try to spell reflect, and use Bladestorm to force the Rogue to back off and give your tree breathing room.
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In a Mage/Rogue setup I view my Bladestorm as a way to drop Frozen snares in a proactive method in the hopes a peel wouldn't be needed. Keeping on the mage with a PvP trinket, charge, bladestorm, charge, fear (esp if he hit MI or WE), and intercept should be enough to get them off their gameplay. The rogue will be required to change targets and maybe waste a blind in the process.
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05/11/09, 4:24 PM
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#191
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Glass Joe
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Charge on cooldown, keep hamstring up, don't forget intercept can stun as well. Intervene the druid before you disarm - and if X is giving you grief too you can charge him, intervene the druid and disarm the rogue.
Nothing says I love you like intervene into a Kidney Shot.
Also, in 2s Sweeping Strikes / Bladestorm is game breaking.
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05/11/09, 5:48 PM
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#192
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Soda Popinski
Blood Elf Warrior
Mal'Ganis
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Originally Posted by Stink
Any suggestions on specific tactics when trying to peel a rogue off my resto druid in 2s? Rogue/x has been a nightmare for us. I generally Charge, then Fear if the 2nd player is in range, otherwise go straight to disarm. I also apply hamstring/piercing howl as needed, but there are times he won't survive long enough for it to matter. There are probably things he can do to help survivability (such as more resilience), but from the warrior perspective is there something I'm missing?
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If the rogue is on your druid, you're winning because you're on the priest, and the priest should die faster than your tree.
Okay, but at lower brackets where the priest isn't being as offensive, then just need the rogue snared, use intercept/intervene, and hope for hamstring procs.
A big offensive burst will also usually force a rogue off.
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The difference between the almost right word and the right word is really a large matter--it's the difference between the lightning bug and the lightning. - Mark Twain
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05/12/09, 10:04 AM
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#193
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Von Kaiser
Troll Mage
Shadow Council
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If you stand on your druid and bladestorm the rogue has no option but to die or run.
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05/12/09, 12:43 PM
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#194
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Don Flamenco
Night Elf Druid
Frostmane (EU)
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Originally Posted by Saizul
If you stand on your druid and bladestorm the rogue has no option but to die or run.
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This is very wrong. Evasion and/or Feint will let the rogue tank the Bladestorm without much troubles.
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05/12/09, 2:34 PM
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#195
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Von Kaiser
Troll Mage
Shadow Council
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Originally Posted by MatsT
This is very wrong. Evasion and/or Feint will let the rogue tank the Bladestorm without much troubles.
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Sorry, was definitely exaggerated. However in my experience (up to mid 1900s) tossing MS on a rogue and following with a bladestorm is not ignorable and forces them to move, or at the very least blow a couple gcd's on defensive maneuvers rather than pressuring your partner.
In other news, I've been wondering about weapons. Right now, the best weapon (from raiding) in-game is a sword. I've been wondering how much we should weigh weapon spec into our decisions when choosing what weapon to use, and if it is worth it to use an inferior axe over a better sword. For instance:
which of these weapons (with appropriate spec) would be the best choice -
[Betrayer of Humanity][Furious Gladiator's Decapitator][Stormrune Edge]
Or if faced with a choice between -
[Worldcarver][Voldrethar, Dark Blade of Oblivion]
I would assume that given the rating, 2350 axe would always be best.
[Furious Gladiator's Sunderer]
And of course, even if you are able to pick up the 1850 axe, is it really worth it to blow your arena points (early on when they are a commodity) on the weapon vs picking up the various other set pieces.
Conundrum!
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05/12/09, 3:46 PM
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#196
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Von Kaiser
Orc Warrior
Shadow Council
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I think its safer to upgrade the set pieces first as those are always superior. It can be pretty subjective when it comes to the weapons.
As an orc axes are almost a no-brainer, but in general I adjust Landsoul's spreadsheet for pvp and mess around with different phony stats and resilience ranges to make weapon choices. Of course, since the sheet assumes you are following a pve rotation it definitely overstates the actual dps. But as far as the relative dps between weapons and weapon specs its not the worst tool out there.
Spreadsheet fails though, when you have to weigh the stam and resilience from pvp weapons vs dps stats gained on pve ones, eg between BoH and the T1 axe. Of course if they are the same weapon type you could always swap between them during the match depending on the situation.
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05/13/09, 12:21 AM
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#197
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Glass Joe
Tauren Warrior
Frostmourne
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Originally Posted by Saizul
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I would definately go with the Furious Gladiatior's Decapitator. Both from a Resilience standpoint and more so from the weapon speed. 3.6 > 3.4 Base weapon damage counts for alot more in my opinion.
This same reasoning lead me to choose Demise (from Heigan Naxx normal) instead of Titansteel Destroyer as my first weapon.
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05/14/09, 4:23 AM
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#198
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Glass Joe
Tauren Warrior
Frostmourne
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Originally Posted by MatsT
This is very wrong. Evasion and/or Feint will let the rogue tank the Bladestorm without much troubles.
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Agreed. You may also want to consier the new 3.1 glyph available to pvp minded rogues. [Glyph of Cloak of Shadows]
*Edit. Sorry new to forums and not sure how to make the item show in colour. But it is there at the end of the sentence. Anyways, its called "Glyph of Cloak of Shadows". "While Cloak of Shadows is active, you take 40% less physical damage."
Last edited by Skullkrusher : 05/14/09 at 4:29 AM.
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05/14/09, 12:57 PM
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#199
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Von Kaiser
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Being that I have a rogue, I can honestly say that is overpowered. Rogues are ridiculous at this point and yet Blizzard has no plans to nerf them and yet remove the few buffs we got. I think it would've been better for Juggernaut's proc to be changed fromcrit to chance to proc an ArP buff for 10 sec instead. It wouldn't be any stronger against clothies and would mainly be a buff against other plate targets.
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05/18/09, 12:01 PM
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#200
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Glass Joe
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Rogues die ridiculously fast, but they kill warriors even faster it seems.
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