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Old 10/26/11, 5:35 PM   #1
♦ Carebare
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Mists of Pandaria: All Specs

Please use this thread to discuss Warriors in the Mists of Pandaria expansion. Avoid excessive wish-listing and whining. Constructive criticism is fine. Make sure you are making a useful post. "I like X" is not useful. "I like X because it allows this or that" is useful. Common sense applies, if you're not sure feel free to PM a moderator or administrator. Thanks.

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Old 10/27/11, 9:42 AM   #2
Sherea
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Human Warrior
 
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Loving the new Avatar spell, 16.6% uptime on a 20% raw increased dmg buff might sounds slightly OP as of now, but then again I'm guessing they made it to compensate Death Wish burst problems in Pvp mainly. Good call I reckon

As for pvp, the new Cripple spell looks amazing, auto slow apply finally like rogues and DK's. If that slow works through multi rending, it might just be ridiculously good in Bg environments

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Old 10/28/11, 4:52 PM   #3
Rynok
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Originally Posted by Sherea View Post
As for pvp, the new Cripple spell looks amazing, auto slow apply finally like rogues and DK's. If that slow works through multi rending, it might just be ridiculously good in Bg environments
The tooltip Blizzard read from at Blizzcon says simply "and Rend ticks," so it would be safe to assume that, at least currently, Cripple would indeed proc off multi-Rending via Blood and Thunder or manual applications.

I am personally looking forward to the raid implications of Rude Interruption for all Warriors- 2.5% passive damage buff, depending on RNG and ICD mechanics (if applicable). With RNG and ICD factored in, it might end up being closer to 1.5% or 1.3% passive buff.

Last edited by Rynok : 10/28/11 at 5:04 PM.

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Old 10/29/11, 9:58 AM   #4
Muspel
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Originally Posted by Rynok View Post
I am personally looking forward to the raid implications of Rude Interruption for all Warriors- 2.5% passive damage buff, depending on RNG and ICD mechanics (if applicable). With RNG and ICD factored in, it might end up being closer to 1.5% or 1.3% passive buff.
Based on the current tooltip, it seems identical to the current Rude Interruption, so I'm not quite sure what you're getting at here.

Unless you mean that warriors will be assigned to interrupt duty whenever possible.

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Old 10/29/11, 1:52 PM   #5
Rynok
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Originally Posted by Muspel View Post
Based on the current tooltip, it seems identical to the current Rude Interruption, so I'm not quite sure what you're getting at here.

Unless you mean that warriors will be assigned to interrupt duty whenever possible.
Essentially, my point was that the changes to the Talent trees will open Rude Interruption up for Protection and Arms Warriors, as well as Fury Warriors. Currently, Rude Interruption is not a viable Talent choice for any spec but Fury, at least in PvE.

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Old 10/29/11, 6:57 PM   #6
Muspel
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Originally Posted by Rynok View Post
Essentially, my point was that the changes to the Talent trees will open Rude Interruption up for Protection and Arms Warriors, as well as Fury Warriors. Currently, Rude Interruption is not a viable Talent choice for any spec but Fury, at least in PvE.
Yes, but it hasn't really had any implications even in its current form for fury. Prot's DPS isn't really a big deal, and unless Arms becomes a competitive PvE spec, it's not really relevant.

*shrug*

I just don't really think it'll matter in the big picture beyond "all other things being equal, the warrior should do interrupts", which is basically the same as now, at least for Fury.



Personally, I'm curious about exactly how much of a damage boost "Enrage" is (from Death Wish and whatever that charge talent is that I'm too lazy to look up).

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Old 10/30/11, 9:15 AM   #7
Vulmio
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Human Warrior
 
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From the first tier (about charge) : I suspect 3 things :

-Charge will be useable in combat, baseline (because there aren't talents allowing this anymore for prot or arms)
-Intercept is gone (since there wouldn't be any talent for the fury spec and in combat charge + intercept would be too much)
-Charge will probably be useable in all stances

The charge/intercept diversity would be replaced by the charge talent diversity.

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Old 10/30/11, 12:01 PM   #8
Rynok
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Originally Posted by Muspel View Post
Yes, but it hasn't really had any implications even in its current form for fury. Prot's DPS isn't really a big deal, and unless Arms becomes a competitive PvE spec, it's not really relevant.

*shrug*

I just don't really think it'll matter in the big picture beyond "all other things being equal, the warrior should do interrupts", which is basically the same as now, at least for Fury.

Personally, I'm curious about exactly how much of a damage boost "Enrage" is (from Death Wish and whatever that charge talent is that I'm too lazy to look up).
From my testing on the PTR, I've so far determined that Arms and Fury damage has been rather close to equalized in 4.3, at least for my personal style of play with both specs. I would, however, like to see some testing from someone who is more familiar with the Fury spec than I am before I make the claim that Arms is once again viable.

And the only reason I brought it up in the first place is because the other two Talents in that tier don't currently seem to have any value for PvE whatsoever, outside of trash pulls.

As for the Enrage mechanics (Bull Rush is the talent you're thinking of, with allows Charge and Intervene to Enrage the Warrior for 6 seconds), Fury's current Enrage mechanic is 10% for 9 seconds. No word from Blizzard yet on whether they will carry this mechanic over to MoP or redesign it to be more reasonable for all specs, though I suspect the latter.

Originally Posted by Vulmio View Post
From the first tier (about charge) : I suspect 3 things :

-Charge will be useable in combat, baseline (because there aren't talents allowing this anymore for prot or arms)
-Intercept is gone (since there wouldn't be any talent for the fury spec and in combat charge + intercept would be too much)
-Charge will probably be useable in all stances

The charge/intercept diversity would be replaced by the charge talent diversity.
I would agree with your second point as being the most logical, but the other two are still more speculation than anything else. We don't know yet if Blizzard is completely removing Glyphs from the game, or is simply redesigning them for the new talent trees. All they've said definitively so far is that they're revisiting Prime Glyphs because they're not happy with how Prime Glyphs were working from a balance perspective.

So, while your first and last point might be possible, it's still just as likely at this point that those things could be redesigned into Glyphs.

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Old 10/30/11, 12:28 PM   #9
Faxe
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They actually said at Blizzcon that Charge will be usable in combat and in any stance. Blizzcon 2011 Talents and Classes Panel [4/4] - YouTube

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Old 10/30/11, 12:56 PM   #10
Rynok
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Originally Posted by Faxe View Post
They actually said at Blizzcon that Charge will be usable in combat and in any stance. Blizzcon 2011 Talents and Classes Panel [4/4] - YouTube
I stand corrected. In that case, it would be reasonable to assume that all of the above points regarding Charge will prove correct.

I'm mainly curious to have a chance to test the new Avatar talent and its possible uses for PvE. I've seen it suggested elsewhere that it might be of greatest benefit for PvP because of the immunity to movement impairing effects, but an outright 20% damage buff for 10 seconds once every 60 seconds equates to a passive 4% damage increase. It might just be the Tier 6 talent of choice for boss encounters if it isn't changed.

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Old 10/30/11, 4:34 PM   #11
Muspel
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Originally Posted by Rynok View Post
As for the Enrage mechanics (Bull Rush is the talent you're thinking of, with allows Charge and Intervene to Enrage the Warrior for 6 seconds), Fury's current Enrage mechanic is 10% for 9 seconds. No word from Blizzard yet on whether they will carry this mechanic over to MoP or redesign it to be more reasonable for all specs, though I suspect the latter.
Well, I assume they're changing the damage buff percentage, since Death Wish will be absolutely horrible otherwise.

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Old 10/31/11, 12:22 PM   #12
Rynok
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Originally Posted by Muspel View Post
Well, I assume they're changing the damage buff percentage, since Death Wish will be absolutely horrible otherwise.
I just did the math on the current version of Death Wish with the original damage buff carried over, and that's a rather ugly conversion. .56% passive damage buff. It seems reasonable that they will indeed buff the damage buff from enrage effects- otherwise, Death Wish will be entirely useless.

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Old 10/31/11, 2:41 PM   #13
Archex
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An interesting thing to lobby for in beta is having Bull Rush also remove the minimum range for charge - if I'm taking that talent it's to help me get enraged more often, but having to hop back 8 yds to use it seems too restrictive.

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Old 10/31/11, 11:29 PM   #14
Muspel
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Originally Posted by Archex View Post
An interesting thing to lobby for in beta is having Bull Rush also remove the minimum range for charge - if I'm taking that talent it's to help me get enraged more often, but having to hop back 8 yds to use it seems too restrictive.
Bull Rush seems like a PvP talent to me, honestly.

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Old 11/02/11, 3:51 PM   #15
Elimbras
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Originally Posted by Rynok View Post
I just did the math on the current version of Death Wish with the original damage buff carried over, and that's a rather ugly conversion. .56% passive damage buff. It seems reasonable that they will indeed buff the damage buff from enrage effects- otherwise, Death Wish will be entirely useless.
Well, the whole tier is nearly useless from dps perspective. Death Wish competes with 3 free HS every 2 minutes and with BullRush, which also enrages you (albeit with a higher uptime, if charge is used on cooldown, with the current numbers).

It's in fact interesting to see how little dps choices there is: tier 1 is mobility, tier 2 is self-healing (what's the new mechanism for Victory Rush ? You can't put a slow 30% heal on 3 min cd in competition with a 20-rage victory rush every 30s in the current implementation), tier 3 is crowd control, tier 4 is interrupt, tier 5 is enrage / little dps, and only tier 6 offers real dps choices (guess it will be avatar for single target, and bladestorm for aoe fights).

For an all-around prot specs, the choices seems to have more interest however (because a tank cares more about self-healing, and potentially interrupts / crowd controls in heroics / 10-men raid).

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Old 11/02/11, 6:50 PM   #16
Rynok
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Originally Posted by Elimbras View Post
For an all-around prot specs, the choices seems to have more interest however (because a tank cares more about self-healing, and potentially interrupts / crowd controls in heroics / 10-men raid).
This was my thought exactly. I'm very interested to see what they're doing with the baseline mechanics in order to compensate for the changes to talent trees.

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Old 11/04/11, 11:11 AM   #17
Darkmgl
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Originally Posted by Rynok View Post
This was my thought exactly. I'm very interested to see what they're doing with the baseline mechanics in order to compensate for the changes to talent trees.
They tried to emphasize strongly at the panels that the key abilities would just be baked into the specialization skills or baseline skills you gain and that only really fluff talents (which they already pruned most of already) would be removed completely. I'd expect to see passive fluff like War Academy, and Cruelty that really don't need to be there just getting eliminated and the effectiveness of the skills they changed being improved to compensate for all specs.

What interests me is some of the talents that used to be modified by talents/masteries when they were skills. They said something along the lines that what you see is what you get with the talents now so they either baked in the additional effects or they dropped them completely. This really makes some of the talents pretty lackluster (mostly for other classes).

Theres some interesting things out there though. I'm finding the offering of Bladestorm and Shockwave hard to not just always go for Shockwave in unless the Fury Bladestorm is going to strike with both weapons.

It will be interesting to see how the lack of cross speccing might affect things too. Take Deep Wounds for example. That is either going to need to be baked into multiple specs (baseline, which means prot would get it too) or Arms is going to be the only one walking around with it.

It will also be interesting to see how glyphs are affected by the cross talent stuff now too. If the glyphs for them remain for certain classes then it is possible that your talent choices may be influenced by glyph slot limitations.

I'm also wondering how they will handle SMF and TG, if it will let us mix weapons and how that would possibly create interesting play.... Maybe they could provide some sort of parity bonus for doing that. Offhand Rage Builder anyone?

Last edited by Darkmgl : 11/04/11 at 11:24 AM.

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Old 11/07/11, 11:50 PM   #18
cbgoding
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Originally Posted by Darkmgl View Post
Offhand Rage Builder anyone?
This xpac has been around for how long, and the "high speed = high rage" myth is still alive? Good lord. The faster the base speed of the weapon, the less rage you receive from a swing. You actually get LESS rage as smf due to the lower flurry uptime and lower item levels. It just feels like more rage because of slam taking priority over rb.

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Old 11/08/11, 1:11 PM   #19
Elimbras
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Originally Posted by Darkmgl View Post
It will be interesting to see how the lack of cross speccing might affect things too. Take Deep Wounds for example. That is either going to need to be baked into multiple specs (baseline, which means prot would get it too) or Arms is going to be the only one walking around with it.
In fact, priest have specific specs "abilitites" which are baked into the two healing specs (namely in-fight regen and defensive magic dispell on friends). Both of them are not baseline (and shadow has neither), but both disc and holy have the same exact version of it.

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Old 11/08/11, 1:55 PM   #20
Rynok
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Originally Posted by Elimbras View Post
In fact, priest have specific specs "abilitites" which are baked into the two healing specs (namely in-fight regen and defensive magic dispell on friends). Both of them are not baseline (and shadow has neither), but both disc and holy have the same exact version of it.
I think I understand the point you're trying to make, but you might want to elaborate a bit on it to make it relevant to a discussion of Warrior-specific changes.

Further, the entire point of the post to which you're replying is that the emphasis is on taking these spec-specific abilities found in Talent trees and making them baseline for the upcoming xpac, regardless of whether or not they are currently baseline or not. The question of whether or not Arms will be the only spec that has Deep Wounds or not is entirely valid speculation in that context.

To continue the discussion, I'm also curious about talents such as Tactical Mastery and Incite. Tactical Mastery will likely disappear entirely, sans a drastic overhaul to Warrior Rage mechanics, but I'm curious to see whether or not they roll Incite into Heroic Strike's baseline.

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Old 11/09/11, 3:01 PM   #21
Muspel
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There is a new attack called Wild Strike. At the moment it is an off-hand attack without Slam's cast time. The Bloodsurge proc then lets you do 3 cheap Wild Strikes on a 1 sec GCD. Wild Strike also has the MS debuff, replacing Furious Attacks.
From the most recent Q&A. Fury won't be using Slam anymore, according to Ghostcrawler.

Also, warrior specs are going to get rotational abilities that grant rage, rather than costing it.

It'll be interesting to see how this will affect the stability of fury's rotation, as we currently can get somewhat screwed by strings of misses. I also like how Wild Strike can be used three times, which will help reduce the number of empty GCDs.

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Old 11/09/11, 3:06 PM   #22
Runtime
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It appears that warriors will no longer generate rage from damage taken in order to make active mitigation work. To be honest,l I kind of expected a change like this as rage is nearly limitless as prot and there needs to be a limiting factor of the resource used for the mitigation abilities.

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Old 11/09/11, 3:50 PM   #23
Muspel
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Originally Posted by Runtime View Post
It appears that warriors will no longer generate rage from damage taken in order to make active mitigation work.
That part might only apply to prot, given Death Wish's tooltip.

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Old 11/09/11, 3:58 PM   #24
Runtime
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Its weird that they would make a talent literally useless for a spec given their current design goal. Im curious if that talent is up for change. Perhaps it might be change to allows rage gen from damage taken or something.

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Old 11/09/11, 6:57 PM   #25
Muspel
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Originally Posted by Runtime View Post
Its weird that they would make a talent literally useless for a spec given their current design goal. Im curious if that talent is up for change. Perhaps it might be change to allows rage gen from damage taken or something.
That's also possible. Or maybe the new Death Wish was made before they started looking at rage system revamps.

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