We haven't had a tree for months, and even when we did we never put it in the tank group for any reason. I don't think it's worth losing the other benefits. I'm sure a few people will end up posting "but what about on blah fight for blah group blablabla", but generally it's useless. But anyway...ya derail
I wouldn't say it's useless, the problem is just that there's better support for the main tank like Imp, Devotion Aura, Windfury/Grace of Air and you generally have more than one tank.
ToL aura is very nice to have on single tank fights like Azgalor, but you can do without it on normal stuff. Imp, devo aura, and your other tanks are usually better in the group.
seeing the offline TPS webpage based on a WWS parse gave me an idea about a kind of "rate my DPS skill" page that would bring you a result about the way you play your warrior. It could be usefull to know what has to be changed and improved to increase your DPS depending only on your skill. I don't know how to build this in html/xml or so, but I can write what I've got in mind :
- the use of cooldowned attacks (Bloodthirst / Mortal Strike and Whirlwind) : rate the fact that the attack is done as soon as possible or delayed due to many reasons
- the uptime of BattleShout and Rampage : always up or many downtime (especially Rampage that has to be refreshed during the main attacks cooldown) ?
- the use of Slam : just after a white hit or really delayed ?
- the use of Heroic Strike : to many HS leading to rage problems ? (delayed cooldowned attacks etc.)
It could also give informations about flurry uptime ("should I still raise my crit rating" etc.) and Rage generation on time ("Was I often wasting Rage - over 100 - or did I lack rage - often below 30 -" etc.
seeing the offline TPS webpage based on a WWS parse gave me an idea about a kind of "rate my DPS skill" page that would bring you a result about the way you play your warrior. It could be usefull to know what has to be changed and improved to increase your DPS depending only on your skill. I don't know how to build this in html/xml or so, but I can write what I've got in mind :
- the use of cooldowned attacks (Bloodthirst / Mortal Strike and Whirlwind) : rate the fact that the attack is done as soon as possible or delayed due to many reasons
- the uptime of BattleShout and Rampage : always up or many downtime (especially Rampage that has to be refreshed during the main attacks cooldown) ?
- the use of Slam : just after a white hit or really delayed ?
- the use of Heroic Strike : to many HS leading to rage problems ? (delayed cooldowned attacks etc.)
It could also give informations about flurry uptime ("should I still raise my crit rating" etc.) and Rage generation on time ("Was I often wasting Rage - over 100 - or did I lack rage - often below 30 -" etc.
Does it sounds interesting or totally useless ?
That sounds like a good idea. Maybe you can get a web design savvy person to help you implement it.
41 pages of responses there and still nothing more from Blizzard beyond the laughable initial response of
Some warriors felt forced to pickup certain talents and this left them with few options. This change could allow people in these situations to have some extra options while the weapon expertise and threat reduction improvements to the deep end of the fury tree allow for more consistent sustained damage.
41 pages of responses there and still nothing more from Blizzard beyond the laughable initial response of
Yeah, We know. Starting here http://elitistjerks.com/f31/t12386-w...rior/p59/#1451 and continuing discussion about it for 25+ pages. I was happy to see this thread done with Deathwish rants and overpowered Arms warriors.
Does seem to be a bug, however using the old weapon skill stat you would get both +5 for swords and maces but they obviously didn't stack as they were different weapon types. Perhaps now they're all lumped under Expertise, you get both benefits from mace and swords as its the same type of skill rating. Would be a nice little buff.
While were on the topic, how much dodge and parry does a raid boss have? Is it worth stacking expertise in decent amounts?
5% dodge afaik, parries are off the table if you're hitting from behind, obviously, so 5% expertise should push dodges off completely which is just so sexeh.
I think its said 1 expertise rating is equal to .25% of reduced dodge and parry.
So as a human, a mace and a sword plus one other item with 10 expertise rating, pushes boss dodge of the table?
Say bosses had 5% parry aswell for example, would having 20 expertise rating eliminate the need to be stood behind a boss?
seeing the offline TPS webpage based on a WWS parse gave me an idea about a kind of "rate my DPS skill" page that would bring you a result about the way you play your warrior. It could be usefull to know what has to be changed and improved to increase your DPS depending only on your skill. I don't know how to build this in html/xml or so, but I can write what I've got in mind
Where is that webpage?
Btw, dodges are something between 5 and 6.5% percent, according to the weapon skill thread here. And parries between 10 and 12%. Due to the difference, you probably will keep on hitting from behind - too much expertise, for a DPS warrior, to hit the parry cap. Good for tanks tho, human warriors get 11 expertise from the start.
If whirlwind now hits with both weapons can we assume the following;
Weapon enchants on the offhand will proc more often. (Potentially making the 20 str enchant inferior to proc based ones like mongoose)
The offhand weapon can individually crit, thereby increasing flurry, deep wounds etc.
The offhand, if its a sword, has a chance of getting an extra attack through sword spec when using whirlwind.