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Old 11/11/11, 8:42 PM   #31
FearMeMortals
Von Kaiser
 
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Worgen Warrior
 
Barthilas
Originally Posted by Muspel View Post
Also, our mastery is going to be nerfed in some way, which isn't a surprise (either that, or they're massively buffing the DK/druid masteries, but that's less likely).
"We decided not to prevent or discourage block capping for paladins and warriors, because it would have required several corresponding changes to compensate for such severe nerfs and the risk of getting things wrong or asking players to change gear was just too great. Instead, we decided to buff DK and druid tanks to improve their ability to handle streaks of bad luck. In the DK’s case, we increased the armor bonus of Blood Presence."

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Old 11/11/11, 9:29 PM   #32
Muspel
Piston Honda
 
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Human Warrior
 
Korgath
Originally Posted by FearMeMortals View Post
"We decided not to prevent or discourage block capping for paladins and warriors, because it would have required several corresponding changes to compensate for such severe nerfs and the risk of getting things wrong or asking players to change gear was just too great. Instead, we decided to buff DK and druid tanks to improve their ability to handle streaks of bad luck. In the DK’s case, we increased the armor bonus of Blood Presence."
The 4.3 balance changes and what they have planned for MoP are two very different things. Blizzard has always been way more comfortable making major changes between expansions than between patches.

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Old 11/12/11, 11:55 AM   #33
Rynok
Dancing Monkey
 
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Rynokism
Human Warrior
 
Non-US/EU Server
Originally Posted by Muspel View Post
The 4.3 balance changes and what they have planned for MoP are two very different things. Blizzard has always been way more comfortable making major changes between expansions than between patches.
This. The balance changes in 4.3 are going to be minor compared to the complete overhaul of game mechanics that Blizzard is by all appearances planning with the next expansion. From what we've seen so far, MoP is going to be an exponentially greater change to things than Cata was.

Tyráel: On the off chance that we don't suck at what we do, we should probably stop being so nice to people. They might get the wrong idea.
Rynok: You kicked someone from a PUG last week for sneezing in Vent without permission. How could anyone get the wrong idea about that?!


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Old 11/23/11, 1:36 AM   #34
landsoul
Myrmidon Champion
 
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Worgen Warrior
 
Alterac Mountains
Talent Calculator - Game - World of Warcraft!

Here you can view all of the proposed mechanics of 5.0 for warriors, including spell changes.

>--Coaching Site--< Private coaching / Warrior Resource
>--Stream--< Tues, Wed, 7 Eastern.

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Old 11/23/11, 3:18 AM   #35
Beefyt
Glass Joe
 
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Undead Warrior
 
Sargeras
Regarding Fury:
Interesting to see that Rend is back on our plate for Fury as we will be in Battle Stance if the change to Berserker Stance goes live. Seems like the Battle Stance change is also a quality of life improvement for Shattering Throw. Also, Fury loses Colossus Smash (now Arms only). We do gain Wild Strike however, which seems like it will see most of it's use during the new Bloodsurge proc as the replacement for Slam which is Arms-only. However, I do not see Inner Rage anymore as a way to hastily dump rage via Heroic Strike. Was it scrapped?
The Rampage raid buff seems to have disappeared and Battle Shout has been changed to an attack power buff (not modified by Kings/MotW).
I think it was expected that Bloodthirst was changed to a rage generator. I believe that it was discussed in Landsoul's class Q/A comment previously.
Does anyone have thoughts at a possible new rotation for 5.0? Should we be concerned yet? To me it looks sort of see-saw-ish with Bloodthirst and Wild Strike.

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Old 11/23/11, 5:14 AM   #36
plamenpavl
Glass Joe
 
Tauren Warrior
 
Neptulon (EU)
I am pretty sure the warrior tree is not nearly finished.
If you take a look at the paladin/DK/druid tanking trees they all have Vengeance for example. The warrior tank doesn't. Also 80 rage cost for activating shield block which will last only one hit is pretty absurd. I suggest we wait and see.

On a side note - fury retains Raging Blow and with a less RNG enrage mechanics it could potentially take a big part of our rotation.
My highest hopes are that fury won't loose Colossus Smash and/or Wild Strike will scale with our mastery (at the moment the only useful thing I can see affected by mastery is Raging Blow, since Enrage no longer increases damage done).

Edit:
Looking more closely at the fury and protection trees :
1) Inner Rage is build in Heroic Strike and Cleave - their cooldown is 1.5 seconds by default. We will more likely generate more rage due to the changes to how Enrage works and Bloodthirst/MS/Shield Slam generating rage, so we might see more heroic strikes/cleaves used as it is now.
2) I still think that 80 rage for Shield Block/Last Stand is too much, but it seems prot warriors will have to balance between using global cooldowns to generate rage/threat and using shield block/last stand to "mitigate" damage.
3) Prot warriors no longer have magical damage reduction, which is kind of sad.

Keep in mind this is most likely not the final version and we still haven't seen the glyph choices which will certainly change the general feel of our abilities.

Edit 2:
It may be too soon, but still worth a brainstorming - potential rotation for fury could be something along the lines of:
Assuming BT>RB>WS
0:00 - BT (no bloodsurge proc)
1:50 - RB
3:00 - Filler
4:50 - Filler
6:00 - BT
A viable filler seem to be Rend. Possibly Thunderclap, Wild Strike (if it hits harder than Heroic Strike).

0:00 - BT (bloodsurge proc, triggering 1 sec GCD for the next 3 Wild Strikes)
1:50 - RB
2:50 - WS1
3:50 - WS2
4:50 - WS3
6:00 - BT

Last edited by plamenpavl : 11/23/11 at 7:04 AM.

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Old 11/23/11, 6:20 AM   #37
Ran Newman
Von Kaiser
 
Orc Warrior
 
Terokkar (EU)
Some more things to noitce:
1. Most prot abilities cost no rage
2. BT is on 6 seconds CD.

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Old 11/23/11, 7:09 AM   #38
FearMeMortals
Von Kaiser
 
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Worgen Warrior
 
Barthilas
I think the increased cooldown of BT is probably the most interesting. A fairly reasonable guess would be that our 1,2 rotation will become a 1,2,3,4 rotation. However things we'll want to find out

- How does increased up time on enrage and the addition of Wild Strike effect the attractiveness of our mastery??
- General DPR and OCL of our new and retuned abilities.

Until we know these things its really hard to get an idea of where the spec is going. Bring on the beta.

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Old 11/23/11, 7:37 AM   #39
Tengenstein
Glass Joe
 
Goblin Warrior
 
Azuremyst (EU)
Shield Block costs 80 rage and has one charge? I hope there's more to the active defence model than just changing our rage dump. I'm some what amused that Prot gets meat cleaver as well, it doesn't seem exactly synergistic with 80rage shield blocks.

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Old 11/23/11, 9:11 AM   #40
Otori
Von Kaiser
 
Orc Warrior
 
Azralon
Shield block has no cooldown now.
Also, none of the abilities used in our "rotation", like Devastate (but it now has a 3 sec CD) and Revenge, cost rage. Only exception is TC, but that has a defensive component to it. Sword n Board makes SS generate twice the rage and they completely reworked the enraged mechanic, making it so that it increases rage generated through attacks.

Maybe this will increase rage generation to a point where 80 rage SB with no cooldown is ok I guess. We won't really be spending it on anything else, except maybe victory rush (talented) or Heroic Strikes when needed.

I don't understand how they kept our mastery and block mechanics though.

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Old 11/23/11, 9:54 AM   #41
Zodiac2049
Von Kaiser
 
Orc Warrior
 
Malfurion
Originally Posted by FearMeMortals View Post
- How does increased up time on enrage and the addition of Wild Strike effect the attractiveness of our mastery??
Under the current circumstances, each point of mastery would result in a 1.4% increase in rage gained per hit. For TG this generally ends up meaning you gain an additional point of rage every other MH/OH hit combo, and for SMF every 3rd MH/OH hit combo.

Also, something it appears a lot of people didn't notice, is the flurry change which functions like enrage does now, having a 9% chance to proc off any attack.

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Old 11/23/11, 10:06 AM   #42
Mericet
Von Kaiser
 
Draenei Hunter
 
Kargath
Last stand also has no cooldown. The shield block thing makes sense (apart from having just 1 charge, which seems weak, especially if it just keeps the same 25% increased chance to block effect), but running around with a permanent 30% extra health sounds pretty incredible.

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Old 11/23/11, 10:09 AM   #43
Runtime
Piston Honda
 
Troll Warrior
 
Hyjal
To be honest, It doesn't really seem with the current implementation of prots active mitigation will feel very "active" the vast majority of our mitigation is still going to be passive and the difference between poor play and exceptional play, will not be very noticeable. I really hope this ends up getting changed during beta to have more of the survivability control in the players hands.

I also noticed that whirlwind has a 6 second cooldown and still has the CD reduction by 6 seconds if it hits 4 or more targets. Flurry was changed as well, It now has a 9% chance to proc off all melee hits and raging blows rage cost was raised to 30.

Im wondering if Wild Strike is going to be worth using without a blood surge proc with its high rage cost. I cant imagine its damage being that overwhelming with it being based off of off hand damage.

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Old 11/23/11, 10:45 AM   #44
Otori
Von Kaiser
 
Orc Warrior
 
Azralon
Originally Posted by Mericet View Post
Last stand also has no cooldown. The shield block thing makes sense (apart from having just 1 charge, which seems weak, especially if it just keeps the same 25% increased chance to block effect), but running around with a permanent 30% extra health sounds pretty incredible.
Yeah though it also costs 80 rage.

I agree with Runtime. SS/Rev/Dev to 80 rage and hit shield block doesn't seem that interesting.

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Old 11/23/11, 1:29 PM   #45
Tyvi
Never, Mags. Never!
 
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Human Death Knight
 
Turalyon (EU)
The Last Stand change has to be a bug. If it was for real, you'd just have to keep 100% uptime on it like DKs do with Blade Barrier and Ret Paladins do with Inquisition and you'd be balanced around said uptime.

That would effectively remove Last Stand as a cool down so there is just no way this is not a bug.


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