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Old 04/14/11, 2:17 PM   #46
Zeldatoo
Glass Joe
 
Human Warrior
 
Auchindoun
Originally Posted by Darian_TruBlade View Post
The armory stats page doesn't include the 3% hit from Precision or the 1% from the Draenei passive. So those warriors you inspected actually have 3-4% more hit than the armory states.
Thanks. So I can back off my Hit rating to about 5% (in the Armory) till I get my Mastery and Crit ratings up?

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Old 04/15/11, 5:56 AM   #47
vazhkatsi
Glass Joe
 
Gnome Warlock
 
Dalaran
It might be worth it to note that on any fight with a tank swap component, using shield block directly after taunting can help you to build a threat lead, and as such it might be wise to save it for then.

Of course, its useless anyway when you're not holding the boss, so I suppose theres no reason you wouldn't have it available anyway, unless you're in a situation where you are holding onto the adds or secondary boss.

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Old 04/15/11, 9:57 AM   #48
Shrymp
Glass Joe
 
Human Warrior
 
Moonrunner
Originally Posted by vazhkatsi View Post
It might be worth it to note that on any fight with a tank swap component, using shield block directly after taunting can help you to build a threat lead, and as such it might be wise to save it for then.

Of course, its useless anyway when you're not holding the boss, so I suppose theres no reason you wouldn't have it available anyway, unless you're in a situation where you are holding onto the adds or secondary boss.
It won't be useless after the patch! (assuming there is AOE magic damage)

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Old 04/30/11, 7:30 AM   #49
hettijncomplex
Glass Joe
 
hettijncomplex's Avatar
 
Undead Warrior
 
Defias Brotherhood (EU)
Originally Posted by Darian_TruBlade
Q: Is Haste really better than Hit for SMF?
A: According to landsoul's last statement on the subject, yes. There's some disagreement between simulationcraft and landsoul at the moment regarding the value of hit and haste. Until it's resolved I'm erring on the side of landsoul.
Can I point out that Landsoul seems to currently have his gear reforged favouring hit over haste?

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Old 04/30/11, 3:17 PM   #50
MystEU
Von Kaiser
 
Orc Warrior
 
Deathwing
Originally Posted by hettijncomplex View Post
Can I point out that Landsoul seems to currently have his gear reforged favouring hit over haste?
As I recall in Landsoul's example comparing hit and haste to a glass of water, where haste would be the size of the glass (i.e. the potential benefit from haste) and hit would be how full the glass is, representing how much of that potential is actually tapped. I don't think the relationship between hit and haste is as clear-cut as some say it is. His comments regarding this may have been before the +40% auto attack damage buff but I can't pin that for sure.

That said, I do agree that although hit and haste are closer to each other for SMF, hit is at least pulling a little bit ahead for both specs.

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Old 04/30/11, 4:38 PM   #51
Rallik
Piston Honda
 
Orc Warrior
 
Mal'Ganis
Originally Posted by MystEU View Post
As I recall in Landsoul's example comparing hit and haste to a glass of water, where haste would be the size of the glass (i.e. the potential benefit from haste) and hit would be how full the glass is, representing how much of that potential is actually tapped. I don't think the relationship between hit and haste is as clear-cut as some say it is. His comments regarding this may have been before the +40% auto attack damage buff but I can't pin that for sure.

That said, I do agree that although hit and haste are closer to each other for SMF, hit is at least pulling a little bit ahead for both specs.
Hit roflstomps haste. They are not close enough for there to be any question at all as to which is superior. Hit has crushed haste the entire expansion, and there is no conceivable gear setup(besides at hit hard cap) where haste catches up.

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Old 05/01/11, 3:56 AM   #52
MystEU
Von Kaiser
 
Orc Warrior
 
Deathwing
Originally Posted by Rallik View Post
Hit roflstomps haste. They are not close enough for there to be any question at all as to which is superior. Hit has crushed haste the entire expansion, and there is no conceivable gear setup(besides at hit hard cap) where haste catches up.
Agreed. That's the reason behind it at least, although somewhat of a poor design for things to end up that way. Without a ton of hit to back it up, a gain in haste means so very little unless you are connecting on those faster hits. So for haste to be valuable at all, you need a proportionally high amount of hit to go along with it, which just isn't worth it when you factor in how much nicer crit treats us. That's why it sucks.

On the other hand, it appears that some sims are showing mastery as falling behind even haste for SMF at least. I wonder how well that holds up on the varying gear levels or if it pretty much has sunk down in the stat priority overall.

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Old 05/01/11, 4:53 PM   #53
planrawsto
Glass Joe
 
Worgen Warrior
 
Hellscream
I did a few experiments between haste and hit and haste has always pulled through for me. If we're going with heavy hit builds should we be prioritizing heroic strike now? I'd like a little bit of discussion on whether our rotation priorities change with this, because hit just doesn't seem to be working for me.

The guide says landsoul prefers haste and yet he's reforging to hit. So...

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Old 05/08/11, 5:55 AM   #54
Tojas
Glass Joe
 
Tojas's Avatar
 
Orc Warrior
 
Warsong
What do you mean by "Stance Dancing" on the Arms spec? Switching to Battle Stance to Overpower twice or just casting Overpower to keep the Tier 4pc Bonus up?

Thanks in advice.

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Old 05/08/11, 7:44 AM   #55
Sanctifico
Glass Joe
 
Sanctifico's Avatar
 
Worgen Warrior
 
Haomarush (EU)
Originally Posted by Tojas View Post
What do you mean by "Stance Dancing" on the Arms spec? Switching to Battle Stance to Overpower twice or just casting Overpower to keep the Tier 4pc Bonus up?

Thanks in advice.
Thats the jist of it, you can simplify things by binding your stance changes into the abilities (only recommended with Tactical mastery 2/2)

Just a series of macros, with the correct stance in them and its usually easier to have the buttons mirrored in zerker and battle so you always hit the same key for the same ability.

it does require a double press to activate the ability (one for stance one for attack)

i.e. From zerker - MS > OP > Slam == MS once > Op button twice > Slam button twice

The macro's are like the below for your abilities

#showtooltip Overpower
/cast [stance:3] Battle Stance
/cast Overpower

#showtooltip Mortal Strike
/cast [stance:1] Berserker Stance
/cast Mortal Strike

I've found that although you can make mistakes with this macro (change stance before op is ready etc) with the removal of rend refreshing in 4.1 its about 1-2k+ dps increase on most fights.

Last edited by Sanctifico : 05/08/11 at 8:08 AM.

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Old 05/09/11, 10:58 AM   #56
Shha
King Hippo
 
Night Elf Warrior
 
Scilla
After testing the stance dancing, I personally opted to pass on it. Reasons are as follows:

1) Firstly, the numbers people post are a bit outlandish. 2k+ dps? The whole bonus is less then 5% - its 110% vs 105% so less then 5% increase, and not everything is perfectly multiplicative, so in fact its about 4%. Then add the fact that basically the overpowers (15% of our dmg) and 1/6 of whites/opportunity strikes , dont benefit from it (since you still cast them in Battle Stance. That reduces it by further 20% so its more like 3.2% bonus now. So even at this stage to get 2k+ dps you would have to do 60k+ dps otherwise - thats likely on like halfus, but there are other factors there so lets not count that fight. For a typical 20-30k dps fight the bonus is around 600-900 dps. AT THIS STAGE.

2) You do sometimes lose rage when stance dancing, even with Tmastery. It also takes time. Granted , overpowers having 1 sec gcd make it less of an issue, but think about it this way - if due to the stance dance, over the round of 12 sec you lose 3% of time - ~350ms , you are barely breaking even. And it easily can happen. Im not even getting at major mistakes etc.

All in all I find the stance dance bonus to be below 400-600 dps - which can be significant, but its not as high as some people make it. It also only applies to single target fights - on multitarget, tclapping to spread rend etc is a better dps increase. I also have higher latency (US servers, playing from Europe ) - which might apply to some other people, making it harder.

Finally I dont believe its here to stay. Blizzard took clear efforts to make arms warriors use battle stance, and even 4.2 notes show further steps in that direction (namely making recklessness etc usable in any stance). I dont see that mechanic as intended or desired, and I expected it to be purged.

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Old 05/09/11, 1:37 PM   #57
Runtime
Piston Honda
 
Troll Warrior
 
Hyjal
When i add "#showtooltip Overpower" to the front of the macro, it makes overpower light up when taste for blood is active regardless of stance.

People reporting 2k+ boosts in dps from stance dancing are clearly mislead. In BIS gear and perfect rotation it would at max be 1.2k dps boost. Adding lag and human reaction time it would be more reasonably be an 800 dps boost. Its noticeable but not even half of what some people are reporting. My guess is that they aren't factoring in the free GCD every 15 seconds that they had gained this patch as well.

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Old 05/09/11, 1:57 PM   #58
Shha
King Hippo
 
Night Elf Warrior
 
Scilla
Again even 1.2k seem too high although way closer to the target. I think my assessment with perfect rotation but lag and reaction taken into account is around 600.

Now there is one more thing that isnt covered - to make this work, you need to overpower twice (with dance like 2.5 sec) at PRECISELY given time. There is no leeway of delaying it like you normally would, so you can make sure you hit every MS. So your rotation will miss mortal strikes, gain some slams, but overall i estimated the dps loss just from the rage loss from battle trance to 200-250. Then there is lower enrage uptime from lower number of MS.

Overall yes, i noticed a considerable dps increase in the patch. But stance dance is borderline even for me (again i do have higher then average lag which i blame for that, still i dont think with low ping it would suddenly become extremely potent).

One more thing to consider though is dropping overpowers completely, in scenarios where you have excess rage. Rend ticking/refreshing means you dont lose damage from that, and overpowers while potent due to their crit, dont hit that hard. Their main purpose is to conserve rage - which isnt always necessary. Seems fights like Sinestra for example, staying in zerker and completely ignoring overpowers could be worth it. Slam hits for 50% more from the base multiplier (comparing slam in zerker to overpower in battle) + the pretty hefty extra damage (which seems to mostly offset the white swing loss).

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Old 05/12/11, 10:27 AM   #59
Frudo
Glass Joe
 
Undead Warrior
 
Trollbane
I have a humble Question about prot exp

Hello EJ

I have a question about Expertise. I notice the prot guideline stat 26 expertise, However I notice all of the high and mid game tanks are around 3-10 expertise. Did I miss something ? or is it only good between 3-26 ? Thanks for your time.

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Old 05/12/11, 2:07 PM   #60
Oliria
Glass Joe
 
Blood Elf Warrior
 
Tarren Mill (EU)
Originally Posted by Frudo View Post
Hello EJ

I have a question about Expertise. I notice the prot guideline stat 26 expertise, However I notice all of the high and mid game tanks are around 3-10 expertise. Did I miss something ? or is it only good between 3-26 ? Thanks for your time.
Expertise, aswell as hitrating now that pummel does not require hit, is purely a threat improving stat. If you do not need to produce more threat, you don't need more expertise. The reason many high end protection warriors don't gear for expertise or hit is they simply don't need more TPS.

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