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05/18/09, 3:29 PM
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#201
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Von Kaiser
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Originally Posted by Nightmare
Rogues die ridiculously fast, but they kill warriors even faster it seems.
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Yes, they really do die quick. If you survive the cs/ks you're ingood shape, but that's a big "if." I find that rogues that don't kill you within their opening stuns make a mistake of trying to restealth but in distancing their self, that leaves them open to charge > rend> ms and than you have a good shot at pulling out the win. It almost seems that it would be better for rogues to just maintain the pressure.
Last edited by Annihilus : 05/18/09 at 7:33 PM.
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05/19/09, 12:24 PM
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#202
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Glass Joe
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Last night we (Druid / War) were farmed by a hybrid Prot-Holy Pally / DK team. Has anyone found a successful strat regarding this matchup? I'm ready to start queue dodging these guys - it seems nigh unbeatable for us.
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05/19/09, 1:01 PM
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#203
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Does not play well with others
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Originally Posted by Swordanboard
Last night we (Druid / War) were farmed by a hybrid Prot-Holy Pally / DK team. Has anyone found a successful strat regarding this matchup? I'm ready to start queue dodging these guys - it seems nigh unbeatable for us.
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Is it possible for you to provide any less information? What were they doing, what were you doing, how did you lose? These are pretty relevent if you expected to get any kind of logical response.
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Originally Posted by Praetorian
in before JOHN FUCKING MADDEN
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05/19/09, 2:12 PM
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#204
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Glass Joe
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Sorry about that. I thought this was a huge issue for current War/Druid comps so assumed (incorrectly) that people would know what I was talking about. Armory has not updated our losses from last night, so I can't link to their team, but this is us.
Opponents are using the Prot/Holy spec for Paladin (20 sec HoJ, undispellable Divine Plea, etc.) - Unholy DK.
We played 5 matches - lost all 5. 2 were what I would consider quick kills on the druid (died within first 2 min). Other 3 were all kills on druid but slower (3-10 min). If I went on the Paladin I was able to force him to blow through a ton of his mana (he was down to 1 or 2k) and all of his D cooldowns. However, he would (when they were in bad shape) Hammer the druid and DK would unload on him. I'd be forced to Disarm / Intervene / etc. to keep druid up.
I tried sitting on the DK, DK sat on druid, and I was able to peel relatively well, but if I ever went on the Pally -> DK would slay druid. The ultimate problem we found with the match-up is that I can't get any real momentum built before DK would burn down the druid.
Hopefully that clarifies better. Let me know anything else I need to explain, and thanks in advance for any advice.
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05/19/09, 6:29 PM
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#205
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Glass Joe
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Originally Posted by Swordanboard
However, he would (when they were in bad shape) Hammer the druid and DK would unload on him.
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Intervene just to set up a hamstring on the DK, then charge back to the paladin to hamstring him. Make them choose whom to BoF while you keep the paladin out of HoJ range of the druid.
Protection paladins lose some healing when they run across the map to hit your healer. Take that opportunity to do some damage, and then set up a pummel for when he resumes healing. This is where you build your momentum.
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05/20/09, 2:36 AM
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#206
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Von Kaiser
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Darkmoon Card: Death vs. Grim Toll
So both trinkets are random procs but they both have different value. Grim Toll helps achive the pvp hit cap and has a strong ArP bonus. It also compliments BS and any ArP itemization. Darkmoon Card Death provides passive crit and nice burst damage that I've read elsewhere is unmitigated. The Darkmoon Card is actually fairly inexpensive when you consider how expensive the Noble decks are. Has anybody tested both Darkmoon Card Death and Grim Toll?
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05/20/09, 7:49 AM
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#207
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Glass Joe
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Fury still better than Arms?
So I just spent the past hour or so reading these past nine pages.
What I've gathered was that Fury > Arms. I was wondering if this was still the case.
I run with a Ret Pally in 2v2, and I'm currently an Arms War. I have got a definite answer that if I do go Arms I need to go back to my Polearm/Axes.
Does the Fury build still have more sustained damage over Arms? Would it be better for those "longer" fights? Also, though this may be a dumb question, what stances do our Fury war's PvP in?
Does anyone have any examples of each spec? I've been looking around for a while and I would appreciate some advice.
Also, I'm wondering if anyone's tested that hybrid prot build - any word on that? I seem to lack the resources to continuing looking this stuff up myself. =/
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05/20/09, 11:29 AM
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#208
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Glass Joe
Undead Warrior
Twisting Nether (EU)
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i am wondering the best PVP stat atm for arms warrior to gem.
so what should i gem, atm i got STR in almost every slot. How armpen is working in PvP and is it better choise than STR or should i just get trinket and hope for procs :P. or! hows gemming crit? :> since juggernaut got nerfed some crit would be nice.
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05/20/09, 7:54 PM
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#209
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Glass Joe
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Originally Posted by Rexi
i am wondering the best PVP stat atm for arms warrior to gem.
so what should i gem, atm i got STR in almost every slot. How armpen is working in PvP and is it better choise than STR or should i just get trinket and hope for procs :P. or! hows gemming crit? :> since juggernaut got nerfed some crit would be nice.
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Do you want the short answer? Gemming crit rating over strength is still bad. The gear you're wearing on Armory, right now, does not work well with ArP gems.
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05/26/09, 11:32 PM
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#210
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Glass Joe
Tauren Warrior
Frostmourne
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Just in: Patch 3.1.3 initial notes
Blood Frenzy: This talent now provides 5/10% haste instead of 3/6%.
Nice.
Juggernaut: This talent now also increases the cooldown on Charge by 5 seconds.
Yeah thats right, it Increases the cooldown. Another juggernaut nerf.
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05/27/09, 12:01 PM
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#211
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Glass Joe
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Does anyone understand why they keep nerfing juggernaut? They have reduced crit, changed our glyph, and now increase the time 5secs.
I just don't get it. The only chance we have of winning anyone fight 1 v 1 is our mobility and its not like we are tearing up arena and bgs or am I missing something?
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05/27/09, 1:52 PM
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#213
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Von Kaiser
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When you consider Ret damage and their ability to self heal and bubble, warrior nerf's are uncalled for. Well, I guess the Rapid Charge glyph is looking good again?
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05/27/09, 2:58 PM
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#214
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Glass Joe
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This may not be the place for this but where are these percentages GC speaks of? Do I need to just add up the ladders myself or is there a site that has current break down of classes in arena teams?
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05/27/09, 4:34 PM
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#215
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Glass Joe
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Originally Posted by Annihilus
When you consider Ret damage and their ability to self heal and bubble, warrior nerf's are uncalled for. Well, I guess the Rapid Charge glyph is looking good again?
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Just to add to this a little in that with out a healer warriors are easy kills. We have nothing other than our charge/intercept stuns and a disarm.
The one thing a warrior excels at is killing healers and the reason we are good at that now is because with Juggernaut/HS combo we are much harder to kite. I agree a juggernaut/ms crit every 12 secs was a little much but they nerfed our glyph and our crit chance on MS. All I am saying is 5 secs is a long time in arena especially if you get CC away from your healer.
I guess they just want us changing stances more and will have to go back to my 4 set bonus on gladiator gear to get intercept reduced by 5 secs. Which will make us much easier to rage starve in my opinion.
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05/27/09, 8:08 PM
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#216
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Jedi Knight
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Originally Posted by RevenueGuy
Just to add to this a little in that with out a healer warriors are easy kills. We have nothing other than our charge/intercept stuns and a disarm.
The one thing a warrior excels at is killing healers and the reason we are good at that now is because with Juggernaut/HS combo we are much harder to kite. I agree a juggernaut/ms crit every 12 secs was a little much but they nerfed our glyph and our crit chance on MS. All I am saying is 5 secs is a long time in arena especially if you get CC away from your healer.
I guess they just want us changing stances more and will have to go back to my 4 set bonus on gladiator gear to get intercept reduced by 5 secs. Which will make us much easier to rage starve in my opinion.
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Think about this argument for a second and realize how terrible it is. Warriors are only good with a healer? That describes every class in the game who can't heal. Outside of a few functional double DPS teams, the 2v2 bracket is and has always been dominated by healer/dps, just like 3s is dominated by healer/dps/dps. You're always going to have a healer, and so is the other team.
Juggernaut at 100% crit was absurd because it completely ignored resilience and punished someone for actually getting away. It was better to sit in a warrior's face than move 8 yards away and lose half your life in one hit. It's getting further nerfed now because warrior mobility is still too high. They've finally started to admit that melee need to be more kiteable because having near 100% uptime on whatever target you right-click is really absurd. Look at the 3v3 bracket - outside of RPM, it is completely dominated by double melee cleave teams. The juggernaut, freedom, and CoI nerf are all first steps in making melee have to actually require support to stay on a target full-time, and it is sorely needed (especially in 3v3 and 5v5).
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05/29/09, 10:46 AM
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#217
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Glass Joe
Gnome Warrior
Burning Blade
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Originally Posted by Swordanboard
Last night we (Druid / War) were farmed by a hybrid Prot-Holy Pally / DK team. Has anyone found a successful strat regarding this matchup? I'm ready to start queue dodging these guys - it seems nigh unbeatable for us.
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This video might help you out with that comp, and it will give a warrior of any arena skill level some tips and things to consider. I highly recommend it to all of you. The commentary version is superb.
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05/30/09, 8:33 PM
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#218
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Glass Joe
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Armor Pen for 2v2?
I've noticed that some highly rated Warriors are gemming ArP and running with select ArP PvE gear. I presume this is primarily intended to counter Paladin/DK teams in which Warrior's often can't generate enough pressure through damage.
How much armor penetration rating/percentage would an Arms Warrior require before they started seeing a "meaningful" advantage over Strength when fighting high armor targets like DK and Paladin? Due to the "increasing returns" nature of ArP, I'm especially interested in a reasonably precise turning point.
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05/31/09, 12:10 AM
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#219
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Piston Honda
Tauren Warrior
The Venture Co
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Originally Posted by RevenueGuy
This may not be the place for this but where are these percentages GC speaks of? Do I need to just add up the ladders myself or is there a site that has current break down of classes in arena teams?
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There are a couple sources of arena numbers. The most popular and least useful are those of SK gaming. They only index the top 100 players on each BG. The SK numbers are only useful for finding out what the FOTM comp is. For example, last season rogues bitched that they were so underpowered because there were very few rogues "on the sk-100" - yet they were overall third in representation over 2k. Which brings us to Realm History, a much better source of arena representation information. There were a number of other sources in BC(such as Vhairi), but most of those haven't been updated since Wrath. I'm kind of surprised there aren't a number of competing sites. You just need some XML skills and a lot of hard drive space to set up your own arena statistics clearinghouse.
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05/31/09, 5:58 AM
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#220
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Glass Joe
Human Warrior
Bleeding Hollow
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Originally Posted by Swordanboard
Sorry about that. I thought this was a huge issue for current War/Druid comps so assumed (incorrectly) that people would know what I was talking about. Armory has not updated our losses from last night, so I can't link to their team, but this is us.
Opponents are using the Prot/Holy spec for Paladin (20 sec HoJ, undispellable Divine Plea, etc.) - Unholy DK.
We played 5 matches - lost all 5. 2 were what I would consider quick kills on the druid (died within first 2 min). Other 3 were all kills on druid but slower (3-10 min). If I went on the Paladin I was able to force him to blow through a ton of his mana (he was down to 1 or 2k) and all of his D cooldowns. However, he would (when they were in bad shape) Hammer the druid and DK would unload on him. I'd be forced to Disarm / Intervene / etc. to keep druid up.
I tried sitting on the DK, DK sat on druid, and I was able to peel relatively well, but if I ever went on the Pally -> DK would slay druid. The ultimate problem we found with the match-up is that I can't get any real momentum built before DK would burn down the druid.
Hopefully that clarifies better. Let me know anything else I need to explain, and thanks in advance for any advice.
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Your best bet would be not trying to stick to one target, but change targets often. Try starting on the DK and stacking sunders and cyclones on the paladin right off the bat. You won't kill him, not even close, but right as cyclones are on DRs you make a swap to the paladin. Once the DRs on cyclone are finished, make sure sunders are back up, and get back on the death knight. Rinse/repeat. This will force him to use bigger heals instead of flash of lights, and he'll run out of mana very quickly, whereas your druid will be free to drink during every phase you're hitting the DK.
Gear does play a large factor here, seeing as you need to be able to deal large amounts of damage in order to force them to play defensively. Also, having a Grim Toll as one of your trinkets is very helpful. If you can afford to drop battlemasters and work around gear to use one, a proc on a sundered DK is game changing.
For you specifically: you have a grim toll, so just use the proc to your advantage and pressure the sundered target when it procs. Once you get a furious weapon, you'll find that team to be easier.
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06/11/09, 1:23 PM
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#221
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Glass Joe
Undead Rogue
The Venture Co (EU)
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Originally Posted by Tiffane
Your best bet would be not trying to stick to one target, but change targets often. Try starting on the DK and stacking sunders and cyclones on the paladin right off the bat. You won't kill him, not even close, but right as cyclones are on DRs you make a swap to the paladin. Once the DRs on cyclone are finished, make sure sunders are back up, and get back on the death knight. Rinse/repeat. This will force him to use bigger heals instead of flash of lights, and he'll run out of mana very quickly, whereas your druid will be free to drink during every phase you're hitting the DK.
Gear does play a large factor here, seeing as you need to be able to deal large amounts of damage in order to force them to play defensively. Also, having a Grim Toll as one of your trinkets is very helpful. If you can afford to drop battlemasters and work around gear to use one, a proc on a sundered DK is game changing.
For you specifically: you have a grim toll, so just use the proc to your advantage and pressure the sundered target when it procs. Once you get a furious weapon, you'll find that team to be easier.
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Perfect summary as to how teams with strong sustinence should be played. Lockdown and target switching. It takes a skilled warrior, at least good with charging and intercepting to do this, not to mention his keybinds. If you are vs DK/druid, open the DK, as druid casts, you charge and apply some pressure, keep doing so, if DK is doing more work against your partner, switch and apply pressure, if you get peeled by DK, switch, cycloned by druid, go for druid. It just works by not letting them breathe, working as melee classes should. Especially a powerhouse like a warrior.
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06/15/09, 5:09 PM
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#222
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Glass Joe
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Originally Posted by Qaadolip
This video might help you out with that comp, and it will give a warrior of any arena skill level some tips and things to consider. I highly recommend it to all of you. The commentary version is superb.
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Great link, Qaadolip. I think for many the single biggest improvement someone could make would be using a mod like his that flashes when aura mastery is activated and such. By the way, does anyone know what that mod is, and where I can find it?!
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06/19/09, 5:16 PM
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#223
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Von Kaiser
Undead Warrior
Emerald Dream
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With Block on gear being doubled & no warrior nerfs in the specific build coming up, do you see prot pvp becoming more viable than just world/bg pvp, but solid for Arenas?
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Knowledge works better when applied...like sunscreen.
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06/20/09, 12:45 PM
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#224
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Glass Joe
Human Warrior
Aman'Thul (EU)
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Has anyone done any math on how the resilience change will affect our rage generation? Also, crit damage reduction is capped at 33% but the dot reduction doesn't seem to have any cap at the moment, does this mean that there will be no cap on the new overall damage reduction from resilience in 3.2?
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06/21/09, 10:19 PM
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#225
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Glass Joe
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Originally Posted by Jrk
With Block on gear being doubled & no warrior nerfs in the specific build coming up, do you see prot pvp becoming more viable than just world/bg pvp, but solid for Arenas?
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Prot is already viable. Stack the shit out of PvE block gear and go.
Tar is currently top 5 in 2s on BG9
Tar - The World of Warcraft Armory
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