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Old 10/02/08, 7:05 PM   #2776
Agrimat
Are you using Shield Block?
 
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Tauren Warrior
 
Dethecus
Figure I’ll try to kick off some spec discussion.

I plan to use my T6 prot gear to level using this build:
Level 70 Prot Leveling Build

My gear is good enough that I likely won’t need parry or dodge to tank instances, so I focused on maxing my DPS.

I plan to transition into this build for tanking at level 80:
Level 80 Tanking Build

I view Impale as being not worth the talents I have to give up to get to it. I am paying closest attention to impressions of Puncture. If people conclude that it’s not very valuable, I’ll probably move those points. Maybe to Improved Disciplines, but even with a four minute cooldown, I don’t imagine I’ll be using Shield Wall twice in a fight. Maybe to Imp. HS.

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Old 10/02/08, 7:05 PM   #2777
Grayson Carlyle
Take what ye can
 
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Worgen Warrior
 
Turalyon
Originally Posted by Bronwyn View Post
- during recklessness I never ever got a miss / glancing (I tested about 20 times), every single yellow / white attack was a crit as long as it was up (I have 12.6% hit against a lvl 70 target dummy which should require 20% hit)

- I can't say anything about dodges as I am way over the cap there (2 weap. mastery / shard / T6)
Well, good news (for my sanity at least). I went in with a level 70 warrior, TG, 0 hit rating. With Recklessness up every attack against the level 80 training dummy was a parry, dodge, miss or glance. Against the level 70 training dummies they were all crits or misses. Lots of misses. Hit tables haven't changed.

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Old 10/02/08, 7:19 PM   #2778
mistersix
Piston Honda
 
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Night Elf Warrior
 
Stormrage
Originally Posted by Megalith View Post
I'm wondering a bit now how the new aoe tanking system for the different classes works in beta and on ptr. TC hitting unlimited targets, same with feral swipe and of course old pally consecration. Is this completely trivializing any tabing around for sunders, shield slams ect? Paladin had the afk aggro before but was weaker on single target threat, which in my opinion was a good balance. But now every class has about as high single target and the aoe tanking ability.

Is the aoe tanking now only limited by the number of mobs the healer/healers is able to keep the tank up against? Anyone who has tanked some 5-man runs in beta or raids who knows?
I haven't tanked an instance since the target limit was lifted. Prior to that and post the thunderclap damage nerf tabbing was still an issue.

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Old 10/02/08, 7:44 PM   #2779
Conquistador
Von Kaiser
 
Night Elf Druid
 
Medivh
Considering the 3.0 patch is coming out relatively soon, and we'll have up to a month of raiding with the new talent trees before getting the extra 10 levels to complete any spec, what would be the preferred change to a standard 17/44 fury build now?

Obviously if you have no two handers available to you, I'm guessing stick with some sort of 15/46 build?

If we have a couple of equivalent 2-handers good to go at level 70 would a TG/Incite overtake it? I'm assuming the build would be something like 0/53/8 since picking up TG would eliminate the ability to take Impale/Deep Wounds

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Old 10/02/08, 8:07 PM   #2780
Uglesh
Piston Honda
 
Orc Warrior
 
Bonechewer
I have a sneaking suspicion that if TG stays at it's current state it would be a DPS loss to spec into it. With people talking about it hardly being competitive at 80 with that level gear I'm doubtful as a 70 it will be of much use.


As to Puncture.... I think the usefulness of this talent will be totally based on rage generation. If people are able to saving 3 rage on a devastate is meaningless if we don't have rage issues. Those are 3 points much better spent elsewhere where you will see a static increase in DPS or tanking ability.

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Old 10/02/08, 8:09 PM   #2781
Bigbazz
Von Kaiser
 
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Tauren Warrior
 
Hellscream (EU)
Damage/Dps wise at level 70, I was seeing considerably higher dps using a 2/51/8 spec compared to varations of the old 17/44/0 one-handed specs. Considering the huge rage generation with titans grip its easy to keep up a rotation and use heroic strike heavily, with the spec heroic strike was making up a huge part of the overall damage (which i didnt expect with 2 handers, but im talking 30%+ of total damage).

Its likely that as soon as impale is available (through leveling) people will spec out of incite and go further into arms, to eventually get the 2handed weapon specialization. After playing around with the new specs i honestly dont see much space for a one handed fury warrior, while the dps isnt bad its just trailing a fair bit behind titans grip, and that seems to be the general opinion of the warriors i have spoken to who have played with the new talents. I'm not the type of person who will sit down and work out the math around it, however i am the type of person who will sit there with notepad open, a stop watch and recount running, and i did a lot of 20 minute combat tests on the level 70 dummies, with titans grip continuously outperforming other specs, if only by a small margin in some cases(Not done enough testing on arms, still havent decided whether i like battle stance or berserker more, though i'm leaning towards the latter, battlestance is very GCD heavy).

That said, i havent tried it all above level 70, but i do think the general idea will be, that if you have decent 2handed weapons titans grip is probably the way forward for fury warriors.

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Old 10/02/08, 8:36 PM   #2782
Warrax
Glass Joe
 
Worgen Warrior
 
Zul'Jin
Originally Posted by Uglesh View Post
I have a sneaking suspicion that if TG stays at it's current state it would be a DPS loss to spec into it. With people talking about it hardly being competitive at 80 with that level gear I'm doubtful as a 70 it will be of much use.
Well since most Fury Warriors have access to good gear atm, getting at least 15% hit with precision is very possible. On Beta/PTR, it is actually better to spec TG at 70 if you have enough gear with hit, you'll do about ~15% more dps than a non-TG Fury build.

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Old 10/02/08, 9:57 PM   #2783
Liar
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Uglesh View Post
I have a sneaking suspicion that if TG stays at it's current state it would be a DPS loss to spec into it. With people talking about it hardly being competitive at 80 with that level gear I'm doubtful as a 70 it will be of much use.
I really wish people would stop saying this. Some guy started the rumor and everyone else is just jumping on the bandwagon, so let's clear this up once and for all: TG gives you an additional 15% miss penalty on specials. In raiding gear we will have 12%+3% from precision which nullifies that. That leaves 9% miss chance on yellow damage. Let's do some napkin math:

Assume a 50% white/50% yellow split. It's a pretty low yellow damage portion because 2h's will hit harder with autoattack and I doubt WW alone is going to do much of a difference.
That means you are losing 9% on half your damage = 4.5% DPS loss compared to if you were special hit capped. Add the "missed" yellow crits on top with an assumed 40% crit chance for another ~3.6% DPS loss (remember, two-roll system for specials).

Now is dual wielding 2h's going to make up for that? S4 1h's have 108 DPS and S4 2h's have 140 DPS. That's 30% more DPS per weapon alone and that's not even including the better item stats on 2h's.
So yeah, TG is not a DPS decrease. It's a DPS increase.


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Old 10/02/08, 11:05 PM   #2784
mokg
Glass Joe
 
Tauren Druid
 
Dreadmaul
Originally Posted by levk View Post
Well what utility does a feral bring over a fury warrior? Rampage = LotP (don't stack) for main buff purposes. Blessing of might and battleshout don't stack either and give the same amount. Ret buffs/debuffs are substituted by rogues and moonkins. All the niche buffs hybrids bring on live now can be substitued by somebody else next patch.
Battle rez and innervate. Don't be fooled by thinking just because there are overlapping buffs that classes still don't bring unique buffs. What other class gives battle rez, innervate, blessing of kings, judgement of wisdom/light, etc. I could go on but you get the point. Also another point that was brought up: why bring a warrior when you can bring a class that does just as much dps but can either bring a unique buff or has 10x the survivability? Rogues can cloak, sprint, vanish while all we do is take 10% more damage.

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Old 10/02/08, 11:36 PM   #2785
Ugato
Fun Sponge
 
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Ugato
Blood Elf Paladin
 
No WoW Account
Originally Posted by Alexplayswow View Post
As a MT I wouldn't need Demoshout, as a dps warrior or warlock can do the deed.

The silencing effect doesn't work on bosses and is more of a PvP enticement. So again, the extra 5% damage doesn't warrant not getting 25% more HP from CP.
The 1/5 imp demo shout is a fair point, as well as BoMight/battleshout crossover. Improved Might is (so I'm told, at least) a tempting talent for Holy Paladins. Meaning they'll be giving 30 min improved battle shout, leaving your dps warrior to potentially pick up commanding presence to keep up improved commanding shout. There aren't alot of great alternatives in the early parts of the tree (cleave, piercing howl, blood craze, UW).

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Old 10/03/08, 2:54 AM   #2786
Nethris
Piston Honda
 
Night Elf Druid
 
Scilla
Originally Posted by Conquistador View Post
Considering the 3.0 patch is coming out relatively soon, and we'll have up to a month of raiding with the new talent trees before getting the extra 10 levels to complete any spec, what would be the preferred change to a standard 17/44 fury build now?

Obviously if you have no two handers available to you, I'm guessing stick with some sort of 15/46 build?

If we have a couple of equivalent 2-handers good to go at level 70 would a TG/Incite overtake it? I'm assuming the build would be something like 0/53/8 since picking up TG would eliminate the ability to take Impale/Deep Wounds
Keep in mind that I believe that Unending Fury (the 46-50 fury talent) is being switched to a 10% damage bonus on those abilities rather than a rage reduction, so I'm not certain that 50+ fury and incite wouldn't be better even with one handers - should at least be close.

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Old 10/03/08, 3:13 AM   #2787
Khab
Von Kaiser
 
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Tauren Warrior
 
Frostmane
Originally Posted by Liar View Post
I really wish people would stop saying this. Some guy started the rumor and everyone else is just jumping on the bandwagon, so let's clear this up once and for all: TG gives you an additional 15% miss penalty on specials. In raiding gear we will have 12%+3% from precision which nullifies that. That leaves 9% miss chance on yellow damage. Let's do some napkin math:

Assume a 50% white/50% yellow split. It's a pretty low yellow damage portion because 2h's will hit harder with autoattack and I doubt WW alone is going to do much of a difference.
That means you are losing 9% on half your damage = 4.5% DPS loss compared to if you were special hit capped. Add the "missed" yellow crits on top with an assumed 40% crit chance for another ~3.6% DPS loss (remember, two-roll system for specials).

Now is dual wielding 2h's going to make up for that? S4 1h's have 108 DPS and S4 2h's have 140 DPS. That's 30% more DPS per weapon alone and that's not even including the better item stats on 2h's.
So yeah, TG is not a DPS decrease. It's a DPS increase.
I totally agree with you about TG is DPS increase, at least for 3.02 .


On PTR with 8/8 T6(it's my offspec, so i don't really have good non-set) MS-Slam-Rend-OP spec give me around 2000 DPS on Testing dummy lv70
With that same gear and DW 2 Blade of Habringer (150 badges Polearm) i do around 2300DPS on testing dummy with 0/53/8
And 1H Fury 16/45 spec giving me about 1900~2000 DPS.

So... yes, Titant Grip is like 10% DPS increase just for 1 point talent. And i have about 14% total hit, it's no where near the hit needed for -15% penalty and -5% from misses VS lv70 mob.

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Old 10/03/08, 3:26 AM   #2788
Alyx
Glass Joe
 
Human Warrior
 
Azjol-Nerub (EU)
Originally Posted by mokg View Post
Also another point that was brought up: why bring a warrior when you can bring a class that does just as much dps but can either bring a unique buff or has 10x the survivability? Rogues can cloak, sprint, vanish while all we do is take 10% more damage.
I am pretty sure there will still be situations where warriors will be superior, and others where being able to offtank will be a big plus too.

For exemple, back in Hyjal when you had to bring 8 healers for Azgalor and dps on trash was a real issue issue while healing was fine once the initial caster burst was dealt with, a fury warrior could average 2500dps on the waves by aggroing a ghoul/cryptfiend/felhound for rage, or a necro, and going crazy with WW/Cleave/SweepingStrikes, which was about 50% more dps than rogues could do. Yes it required more healing, but it was totally affordable. And then on Archimonde we were top dpser thanks to intercept.

Being able to offtank an add on Hydross was very useful too at the start when noone had prot pallies, and we often had fury warriors tanking a bird on Al'ar or the mace on Kael.

Also druids/pallies cannot kick/pummel, warriors have a better mobility than other melees in most situations with intercept/intervene, and I am pretty sure that zerk rage will still be useful from times to times, or even disarm, spell reflect, etc.

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Old 10/03/08, 3:58 AM   #2789
Voxx
Piston Honda
 
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Gnome Warlock
 
Whisperwind
Originally Posted by Liar View Post
I really wish people would stop saying this. Some guy started the rumor and everyone else is just jumping on the bandwagon, so let's clear this up once and for all: TG gives you an additional 15% miss penalty on specials. In raiding gear we will have 12%+3% from precision which nullifies that. That leaves 9% miss chance on yellow damage. Let's do some napkin math:

Assume a 50% white/50% yellow split. It's a pretty low yellow damage portion because 2h's will hit harder with autoattack and I doubt WW alone is going to do much of a difference.
That means you are losing 9% on half your damage = 4.5% DPS loss compared to if you were special hit capped. Add the "missed" yellow crits on top with an assumed 40% crit chance for another ~3.6% DPS loss (remember, two-roll system for specials).

Now is dual wielding 2h's going to make up for that? S4 1h's have 108 DPS and S4 2h's have 140 DPS. That's 30% more DPS per weapon alone and that's not even including the better item stats on 2h's.
So yeah, TG is not a DPS decrease. It's a DPS increase.
TG is a dps increase yes, but it REALLY bugs me when people say this:

That's 30% more DPS per weapon alone and that's not even including the better item stats on 2h's.
That base weapon damage is such a small small portion of your dps at higher gear levels. The majority of the benefit of the 2h weapons doesn't come from the paltry 32 dps you get at high AP levels. That 32 dps from base weapon damage will be 32 dps at all levels, it's never a 30% dps increase unless you have 0 AP. The majority of that benefit is really coming from the difference in weapon speed and thus instant damage (or non-normalized damage via Slam). Whirlwind has a cooldown and thus there are only so many times you can use it per fight. Slower, heavier hitting weapons will generate more Whirlwind damage over the same amount of time, there's no two ways about it.

Base weapon damage has little impact on your final dps:

At 1400 AP you gain 100 dps from AP. Add in base weapon damage and you get 208 dps with a 1h.
At the same AP with a 2h weapon you STILL get 100 dps from AP and you now get 240 dps with a 2h.
You don't get 30% more dps from 2h base weapon damage. That extra chunk of dps is coming from the instants.

Assume you have 6000 AP raid buffed (which according to current consumables + raid gear is within the realm of possibility). That's roughly 429 dps from AP (rounded). Now add the 140 dps from the 2h and you get 569 dps. 32 dps from 569 is a 5.6% dps increase. Nowhere close to 30%.

The dps increase gained from higher normalization values however is much higher. Whirlwind normalized at 2.4 (1h) vs Whirlwind normalized at 3.3 (2h) is going to be a 37.5% increase, not including the higher base damage. It should be roughly a 43.1% increase in Whirlwind damage, with that being reduced by the hit penalty to something like:

15% hit from gear + talents, 9% miss. 40% crit.

91-100 -> miss
0-91 -> hit

of hits:

36.4-100 -> hit
0-36.4 -> crit

That's a direct 9% reduction, and an additional 3.6% indirect reduction because of the two-roll system. so 12.6% reduction out of 43.1% is going to be a 30.5% total increase in Whirlwind damage by using TG. Where Whirlwind used to be about 8-10% of our dps, it should now be closer to 10.5-13%.

Like I said though, TG is a dps increase, a relatively substantial one even with the counter-balance. The only way that it actually reduces our dps is if you only consider Bloodthirst dps. Our Bloodthirst dps will go down a small amount because the hit penalty and indirect crit penalty affect Bloodthirst more than the added stats from a second weapon.

Edit: So funny enough, I'm doing some napkin math about overall dps with a TG spec and when you think about it, the new Unending Fury more or less completely negates the TG hit penalty with 14% hit (disregarding Heroic Strike for now since it's affected by TG but not UF). With top notch Naxx raiding gear, consumables and buffs/debuffs I came out at about 18% hit. So the Unending Fury talent now more than makes up for the damage reduction on BT/WW/Slam, and the excess damage gained via UF goes a long way to making up for the penalty on HS. Anyway, long story short is the new Unending Fury seems to basically be what many people were suggesting: remove the TG penalty at a cost of 5 talent points, making TG effectively 6 talent points, and therefore about 2% dps per point.

Last edited by Voxx : 10/03/08 at 4:26 AM.

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Old 10/03/08, 5:40 AM   #2790
teiglin
Piston Honda
 
Human Warrior
 
Eldre'Thalas
Good post and helpful numbers, Voxx, thanks. I do have one nit to pick though:

That 32 dps from base weapon damage will be 32 dps at all levels
While this statement is, of course, true, two-handed weapon damage _does_ scale better than one-handed weapon damage; it's not the same at all gear levels. At Kara level, TG would be a ~26.5 weapon dps increase (compare Fool's Bane to Despair), while at the top of the gear levels, it's a 34.3 weapon dps increase (compare Hand of the Deceiver to Apolyon). So what those people should be saying is "In addition to the superior stats on two-handers, you get like 8 more weapon dps over 50 ilvls and three tiers of raiding!" Or you could go the easy way and just say it's like getting weapons three tiers ahead of your current ones. :P

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Old 10/03/08, 6:50 AM   #2791
Khab
Von Kaiser
 
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Tauren Warrior
 
Frostmane
As for TG spec, i find that when both WW and BT close to finish it CD. Pior WW over BT will give me better DPS even when i use 4P T6 bonus.

I don't have a pair of Warglaive to test, but 2k DPS for 1H Fury and 2.3k DPS for Titan Grip spec. I really wonder if Warglaive 2 set bonus can make up the 300 DPS different. The haste proc and Extra AP VS Demon .

And can anyone confirm/deny about this. I find that En-Shammy with 2/2 Imp WF actually giving us more than 20% Haste. To me, it's look like 23 or 24% Haste .
My math for haste and weapon speed on my Gear is fine with En-Shammy that 0/2 WF that giving 16% haste.

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Old 10/03/08, 7:07 AM   #2792
ZeTodu
Von Kaiser
 
Human Warrior
 
Neptulon (EU)
What about second 2H enchant - did some1 do some math with Savagery and Mongoose?

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Old 10/03/08, 7:38 AM   #2793
Bregonn
Von Kaiser
 
Dwarf Warrior
 
Anachronos (EU)
Originally Posted by Agrimat View Post
I plan to use my T6 prot gear to level using this build:
Level 70 Prot Leveling Build
I see a lot of people still spec 5/5 in Shield Specialization and I'm wondering why. I'd much rather spec Improved Thunderclap and Bloodrage and save the talent points in Shield Spec for other talents.

Shield Specialization is a far, far worse deal in terms of ratings budget than Deflection, Anticipation and Cruelty and on top of block rating doesn't have the diminishing returns effect of dodge and parry rating, so you can gear for it and make up the difference.

On live I've always wanted to spec out of Shield Specialization, but I couldn't because of Improved Shield Block. I'll gladly take the chance now.

One could argue that 2 points in Shield Spec is better than 2 in Impr Bloodrage, but I really like the ability to do a Shield Slam or Thunderclap as the opening move of a pull. That has a benefit on the smoothness of a run (5/10 man at least) far outweighing the last 0.x% in optimizing you single target tanking IMO. And the extra rage isn't so hot anymore either.

With that in mind currently I'm thinking about the following levelling build
Level 70 Prot Leveling Build

I skipped Puncture because with some playing around with SSO dailies on the PTR I found I didn't use Devastate all that much and I didn't have any problems with rage anyway. Also for doing instances during levelling I expect Devastate to be pretty low on priority too with at least Thunderclap taking up a spot in the rotation and often other skills too. I picked Improved Charge because it's used every cooldown with Warbringer while grinding/questing, giving more rage than Puncture in that situation and giving it when you need it the most.

Up to level 80 I'd pick up Cruelty, Iron Will and Impale. Although I'm waiting for the talents to stabilize and some good spreadsheets to come out to see whether Impale will really be worth it.

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Old 10/03/08, 7:57 AM   #2794
Borodin
Piston Honda
 
Dwarf Warrior
 
Argent Dawn (EU)
Block chance is more important to us now: 2 rage on a block, Critical Block, Damage Shield and Improved Defensive Stance are all effects that benefit from more Block chance.

That's why I will include Shield Spec. in my L70 respec

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Old 10/03/08, 8:05 AM   #2795
Gruntle
King Hippo
 
Tauren Warrior
 
Earthen Ring (EU)
Originally Posted by Voxx View Post

Edit: So funny enough, I'm doing some napkin math about overall dps with a TG spec and when you think about it, the new Unending Fury more or less completely negates the TG hit penalty with 14% hit (disregarding Heroic Strike for now since it's affected by TG but not UF). With top notch Naxx raiding gear, consumables and buffs/debuffs I came out at about 18% hit. So the Unending Fury talent now more than makes up for the damage reduction on BT/WW/Slam, and the excess damage gained via UF goes a long way to making up for the penalty on HS. Anyway, long story short is the new Unending Fury seems to basically be what many people were suggesting: remove the TG penalty at a cost of 5 talent points, making TG effectively 6 talent points, and therefore about 2% dps per point.
Yeah, that's what I get in my calculations too, the UF change pretty much negates the hit penalty on BT, WW and Slam. Only thing that still suffers is Heroic strikes which are less useful than before (although if you have Incite at lvl 70, that more or less negates the hit penalty). In my opinion TG builds look about ready to be shipped, looking forward to try it in real raiding in a couple of weeks (Illidan has to die before WoTLK).

edit: Thanks for the numbers on weapon damage. The higher weapon damage of twohanders makes for a white dps increase of up to 30% (30% being the 0 AP limit), nothing more nothing less. The weapon damage grows less important as you gain more AP, but this is the same for both 1h and 2h weapons.

Last edited by Gruntle : 10/03/08 at 8:39 AM.

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Old 10/03/08, 8:19 AM   #2796
Liar
VROOM VROOM
 
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Bregonn View Post
One could argue that 2 points in Shield Spec is better than 2 in Impr Bloodrage, but I really like the ability to do a Shield Slam or Thunderclap as the opening move of a pull. That has a benefit on the smoothness of a run (5/10 man at least) far outweighing the last 0.x% in optimizing you single target tanking IMO. And the extra rage isn't so hot anymore either.
There is absolutely no point in Bloodrage anymore apart from prebuffing shouts. Before we had to use it to slightly mitigate avoidance streaks, now we can just charge with Wrathbringer (so no more fumbled charges just because you got in combat one second before you would have gotten a charge off, and that's all in Defensive stance). Bosses don't crush so even prebuffing Shield Block is not needed anymore (and if you wanted to, you still can since it costs no rage). That's why Imp BR is pretty much useless for a tanking spec (it's better for PvP I guess, but ironically there it just doesn't give enough rage to matter much).

Shield Spec on the other hand offers mitigation and some small amount of rage every block. Make no mistake about, blocking 5% more when your BV is up there in 2000+ regions is no trivial amount of mitigation.


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Old 10/03/08, 9:01 AM   #2797
Zegai
Von Kaiser
 
Human Warrior
 
Aerie Peak
Having an extra 3% chance to block (I'd spec 2/5 Block Spec) doesn't sound too good for me, especially @ 70, where my BV won't go much over 1k (if it gets to that).

It won't help Damage Shield much - and Imp Def Stance lasts long enough that an extra 3% chance to proc it won't matter.

Of course, if I end up seeing I might need the extra block and definitely not need the extra threat, I will respec back into it, but..

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Old 10/03/08, 10:42 AM   #2798
Ugato
Fun Sponge
 
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Ugato
Blood Elf Paladin
 
No WoW Account
Damage Shield - Spell - World of Warcraft It occurs on any melee hit *or* block. It still only increases mitigation.

I'll be grabbing it because revenge is far and away my highest damaging ability (though I haven't done the math on scaling - if I'm not wearing Str. heavy gear, then I imagine Shield Slam will start to pull ahead). Regardless, without the "I want to revenge" version of shield block, it won't always be lit up/on cooldown as was the case before.

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Old 10/03/08, 11:11 AM   #2799
Taliafears
Piston Honda
 
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Night Elf Rogue
 
Malygos
Heh Bregonn, I posted the same thing almost word for word a week or so ago. Wasn't all that well-received then either.

Call me a skeptic but I just don't see Charge serving all our pulling needs. Too often you end up pulling more mobs than you intended and wiping the group. So when you get to a tricky pull what do you do? I'd rather have extra rage on every pull.

And yeah we'll have more block val, that's why block rating is about 8x more valuable than it used to be. But when you're buying 1% at the same price as dodge/parry (anticipation/deflection), it's still much much worse.

Personally I'm going to be skipping it for lvl 70 and picking it up at 80, since I expect threat to be easy, at least for a while, and there aren't other survival talents to get. But if threat turns out to be an issue, those will be the first 5 points to drop.

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Old 10/03/08, 11:43 AM   #2800
Liar
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Human Death Knight
 
Turalyon (EU)
Originally Posted by Taliafears View Post
Call me a skeptic but I just don't see Charge serving all our pulling needs. Too often you end up pulling more mobs than you intended and wiping the group. So when you get to a tricky pull what do you do? I'd rather have extra rage on every pull.
I don't really understand the problem:

Heroic Throw/Range pull the caster then back up a little and charge into the pack when they are sufficiently away from the next pack and TC.


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