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07/29/08, 6:40 PM
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#576
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Always carry a white flag
Undead Death Knight
Twisting Nether (EU)
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Originally Posted by Birdemani
Just an FYI on two things.
1) DK's have quite a few interrupts, two of them are ranged. So there are more of them in the game.
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Only one "true" interupt actually, which is a melee attack. Also have a ranged silence(doesn't lock spell shcools but well works fine since it's a rather long silence) and an "interupt" in the form of death grip which cancels spellcasts since it forces the target to move. Could arguably classify ghoul stun as yet another interupt, and freezes too, but well that's a lot of varied abilities, in that regards sheep is an interupt. It can be used as one, but to be honest most people wouldn't classify it as an interupt. Can definitely lock a caster out of casts for a pretty decent time as a DK though, part of it at range. That's the class theme, somewhat ^^.
With that said, I don't think it's a big issue that interupts are off GCD, what I didn't like is how CS wasn't while the rest was, but assumed it was due to cooldown issues, since kick/pummel have short cooldowns. I'll however agree that not everyone is equal to interupts. Paladins are especially terrible with their unique school.
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07/29/08, 6:49 PM
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#577
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Von Kaiser
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How would the dps of the 30/41 build compare to something like 25/5/41 (Axe spec).
Reduced heroic strike rage cost, 5% more crit, and crit damage bonuses from Impale and Axe Spec, versus the loss of Commanding Presence, 2/5 OH spec, Weapon Mastery, Death Wish and Flurry.
Tanking wise it seems stronger with 5% parry and Imp Thunderclap.
My main concern with these builds is aggro generation from the devastate+heroic strike spam. I already can pull aggro with a 12/5/41 spec doing the same thing, with salv, if its a fight where the tank has to wear survival gear and cant generate max threat.
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07/29/08, 7:24 PM
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#578
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Glass Joe
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Originally Posted by landsoul
Well, I assure you heroic strike is doing multiple times what you think in damage, and even more when improving your swing stream's efficiency. This is especially true at end-game levels. Execute has a 125% threat modifier also. Compare Heroic strikes 50-90% of main hand swings (depending on gear) versus hitting execute in between more powerful and rege efficient abilities.
What you say may be true if you were wearing blues or not raiding.
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I base my quote of 30-40DPS off my spreadsheet for my warrior. Heroic strike, as a whole adds more than 30-40 DPS, yes, I mean to say it adds 30-40 DPS overall as opposed to them being white swings. Heroic strike/Cleave makes up for about 8-11% of my overall damage meaning that could be anywhere from 50 to even 200 DPS given the right circumstances. Heroic does indeed turn whites to yellows and hence is almost a modifyer on hit for the warrior. but the extra rage generated for execute from not having heroic in the rotation would in my mind make up for white swings being untouched with this build.
As for the 125% threat on execute, I didn't know that existed O.o Threat would probably be about the same then.
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07/29/08, 8:18 PM
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#579
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Now with 100% less Tpz!
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Originally Posted by Lithose
This is true, but nothing indicates spell locks will be any less extreme then they are now...I don't actively relish playing my paladin with 3 classes now being able to use a non-GCD interrupt that they can land even if I actively fake. Avoiding fake outs was another small meta-skill in arena, while I'm happy this is gone for PvE, I'm not thrilled about it for PvP unless schools are made more diverse in beta (There was a rumor that spell lock only works for that spell, but it was false, I believe)..Certain classes are just too susceptible to spell lock in comparison to others.
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I 100% agree, but what does that have to do with warrior issues with interupts in the current game? We have the hardest road to interupt, but thats fine, we can agree to disagree.
What I will say though is, your main issue isn't with spell interupts, its the broken nature of classes based on dots (IE much tougher to stop casting ) in current arena play in comparison to healers that do not have dot heals. That really has little to do with us.
The fact that the two CCs I care most about, Cyclone and Sheep, are at a minimum 1.3 casts to our 1.5 GCD makes it a necessary change.
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07/30/08, 2:26 AM
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#580
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Glass Joe
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Does Shield Bash share the same mechanic change as pummel? From a pve standpoint having spell interupts off the GCD means more threat and DPS for the raids on certain encounters.
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07/30/08, 3:52 AM
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#581
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Didn't reroll DK
Night Elf Warrior
Alterac Mountains
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Please read the thread. These skills no longer cause damage.
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07/30/08, 7:15 AM
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#582
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Glass Joe
Dwarf Warrior
Гордунни (EU)
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Originally Posted by landsoul
Please read the thread. These skills no longer cause damage.
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Interrupts, not affecting GCD = less "babysitting" = more threat (from other abilities). Sure, it not important on bosses (how often we interrupt the boss?). But it's useful on "trash" pulls.
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07/30/08, 8:45 AM
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#583
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Von Kaiser
Orc Death Knight
Defias Brotherhood (EU)
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Blue post quote(Koraa on wotlk hunter forums)
In the future, Hunters will be able to use Master's Call while stunned.
We already have mages using blinks under stuns, and druids using shapeshift/barkskin.
Would it be gamebreaking to have warriors able to change stance under stuns?
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07/30/08, 3:56 PM
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#584
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Bald Bull
Orc Warrior
Burning Blade
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It's good that Prot warriors are getting more value of damage-oriented gear now, but... shouldn't block value maybe be boosted by attack power instead of strength? We'll be getting roughly 800-1000 raw (non-strength) attack power via raid buffs in Wrath (Battle Shout, Blessing of Might, Unleashed Rage, others?), and while that will be contributing to the many skills that are now based off of attack power, it won't be doing anything for our block values and consequently our Shield Slams. It just seems a bit arbitrary.
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07/30/08, 5:46 PM
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#585
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Piston Honda
Tauren Warrior
The Venture Co
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Since this is of specific interest to warriors who may not want to read the main WOTLK thread,
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Originally Posted by Ghostcrawler
Crushing blows used to apply to mobs 3 levels above you, which included most bosses. The change was to make them apply to mobs 4 levels above you. If you are running an instance of the appropriate level, you will not be crushed.
Crushing blows originally served a dual-purpose: they discouraged you from attacking mobs much higher level than you, and they made bosses more challenging. Now they only fulfill the first role. We have plenty of other knobs to make bosses more challenging that feel less random.
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>Source<
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07/30/08, 8:18 PM
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#586
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Von Kaiser
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Originally Posted by Nezralix
It's good that Prot warriors are getting more value of damage-oriented gear now, but... shouldn't block value maybe be boosted by attack power instead of strength? We'll be getting roughly 800-1000 raw (non-strength) attack power via raid buffs in Wrath (Battle Shout, Blessing of Might, Unleashed Rage, others?), and while that will be contributing to the many skills that are now based off of attack power, it won't be doing anything for our block values and consequently our Shield Slams. It just seems a bit arbitrary.
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Knowing Blizzard, I would think that's working as intended. Same reason Vitality is Stamina and not health. Then it would start scaling up with things like Commanding Shout, and Flasks.
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Duty is heavier than a mountain, Death is lighter than a feather.
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07/31/08, 6:47 AM
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#587
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King Hippo
Night Elf Warrior
Antonidas (EU)
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Some random impressions:
Bloodsurge gives an optical and sound cue when it procs. It does however not trigger any (ingame) SCT messages like overpower/execute/victoryrush does.
The scaling Bloodthirst heal ability rocks. In pure BC dps gear it heals in ticks of 170 and more. I'd guess in raid setting it equals a nice little hot being on you all the time. Way better than it used to be. Now it's a real plus of the fury tree IMHO.
Heroic Leap is ... weird. The stun effect is minimal and the mobility it grants is situational at best. Granted .. I had no ambition to really get used to the talent.
Titan Grip is better than I thought. At least in solo leveling up to 74 it does equal damage do dualwielding and rage drought is not an issue up till now. We'll see if the rage formula will be changed again (this is to be expected).
I thought I had read somewhere that rampage will be changed to be a selfrefreshing buff? It is unchanged however. Have always hated the babysitting of rampage.
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07/31/08, 7:42 AM
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#588
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Banned
Blood Elf Hunter
Runetotem (EU)
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Originally Posted by suicuique
Some random impressions:
Titan Grip is better than I thought. At least in solo leveling up to 74 it does equal damage do dualwielding and rage drought is not an issue up till now. We'll see if the rage formula will be changed again (this is to be expected).
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What kind of setup are you using? One Two-hander and one one-hander? Do you use the instant Slam talents for some added burst?
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07/31/08, 8:17 AM
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#589
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King Hippo
Night Elf Warrior
Antonidas (EU)
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Originally Posted by KraxisSingular
What kind of setup are you using? One Two-hander and one one-hander? Do you use the instant Slam talents for some added burst?
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Cataclysm MH and S3 2H Mace OH.
I use Bloodsurge (instant slam) whenever it is up.
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07/31/08, 8:58 AM
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#590
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Banned
Blood Elf Hunter
Runetotem (EU)
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Really... I'm a bit surprised there. But I guess the stats on a twohanded OH makes up for any inherent deficiencies it might have in regards to speed and rage, especially if you feel rage isn't a big issue.
I suppose your WWs are pretty damn awesome now. 
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07/31/08, 9:22 AM
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#591
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Don Flamenco
Orc Death Knight
Crushridge (EU)
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Haven't seen this mentioned yet, check out this blue post:
WoW Forums -> [Suggestion] Talent For Death knight Tanking.
The topic is Death Knight tanking but warriors are mentioned a few times and it provides some insight in what they are trying to do.
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07/31/08, 9:52 AM
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#592
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Glass Joe
Orc Death Knight
Kazzak (EU)
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Originally Posted by suicuique
Some random impressions:
Titan Grip is better than I thought. At least in solo leveling up to 74 it does equal damage do dualwielding and rage drought is not an issue up till now. We'll see if the rage formula will be changed again (this is to be expected).
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Have you done any instances yet? Personally I didn't have any rage droughts either when leveling because obviously the mobs are feeding you rage. In instances however you can be really short on rage. If you have 2 misses in a row you can find yourself unable to BT or WW for an extra 5 seconds or so.
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07/31/08, 10:26 AM
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#593
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Bald Bull
Human Warrior
Turalyon (EU)
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You will run in quite some trouble later on when you keep leveling up and your ratings drop. I lost something in the lines of 10% crit and 5% hit by being level 76 which makes TG really really streaky. In the end, I settled for Prot DPS with a Shield which kills stuff faster (2k Shockwave and up to 3k Shield Slam crits anyone?).
Ironically, this comes with more downtime than TG because BT is just so powerful with the buffed healing part, but I enjoy it alot more. And having 2 stuns I can use at will (plus Intercept) gives me quite some control. Hope I get to replace the pure AP items like jewelry with Str gear so I can get even better DPS and higher SS crits. <_<
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Unexpected TankPoints error
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Originally Posted by Ghostcrawler, justifying Druid health > Warrior health
To be generous, the warrior has 50K and the druid has 55K? How many times is that 5K going to make a difference when the boss hits for 40K? I know more Stam is always better, even in relatively trivial amounts. But until the magnitude is so large that the druid can survive one more hit than the warrior, it isn’t likely to crop up often.
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Clearly someone doesn't understand how EH works. That, or upgrading from T8 to T9 is optional in beating Arthas. Clearly.
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07/31/08, 10:52 AM
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#594
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King Hippo
Night Elf Warrior
Antonidas (EU)
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Have you done any instances yet?
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Only a few. And of course youre right. Solo leveling feeds you rage from damage received. This could significantly change my impression.
Originally Posted by Liar
You will run in quite some trouble later on when you keep leveling up and your ratings drop. I lost something in the lines of 10% crit and 5% hit by being level 76 which makes TG really really streaky.
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I already lost 5% crit or so ... and it begins to hurt because up till now I did not aquire new gear either (which on the other hand is a good thing ... swapping the Naxx cloak with a lvl 64 q reward hurt back then ^^)
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In the end, I settled for Prot DPS with a Shield which kills stuff faster (2k Shockwave and up to 3k Shield Slam crits anyone?).
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Now this sound interesting. Gonna try.
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07/31/08, 12:31 PM
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#595
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Piston Honda
Dwarf Warrior
Argent Dawn (EU)
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Whitetooth (Rating's Buster author) has derived the new rating requirements (there's a new post listing these), basically it's slightly over double the ratings at 80 compared to 70 for the same benefit.
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07/31/08, 2:15 PM
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#596
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Glass Joe
Human Warrior
Skullcrusher
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People have said that bloodthirst and mortal strike share the same cooldown but does either of them share the same cooldown with sheildslam?
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07/31/08, 3:59 PM
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#597
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Glass Joe
Human Death Knight
Kargath
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I have been thinking a bit about the penalty that will (and probably should) be associated with TG. What if bliz were to take away the - haste penalty and add an additional - hit penalty? I was thinking somewhere along the lines of -5 to -10% to hit. If they wanted to force players into taking all 5 points of TG then they could start at -30% hit and you gain 5% to hit for every point you have in TG. This would lend to the flavor of running around with two big 2 handers. I do realize it will cause higher miss streaks but the weapons would be back down to their 3.5 or so speed and you wouldn't have to wait as long for the next attack.
Thoughts or constructive critisizm welcome.
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07/31/08, 4:15 PM
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#598
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King Hippo
Undead Warrior
Ravencrest
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Originally Posted by Malpractices
I have been thinking a bit about the penalty that will (and probably should) be associated with TG. What if bliz were to take away the - haste penalty and add an additional - hit penalty? I was thinking somewhere along the lines of -5 to -10% to hit. If they wanted to force players into taking all 5 points of TG then they could start at -30% hit and you gain 5% to hit for every point you have in TG. This would lend to the flavor of running around with two big 2 handers. I do realize it will cause higher miss streaks but the weapons would be back down to their 3.5 or so speed and you wouldn't have to wait as long for the next attack.
Thoughts or constructive critisizm welcome.
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-30% hit would certainly put a damper on people spending one point in the talent. While that obviously would accomplish your goal, I think it's a little extreme.
The 28% haste loss only directly affects white damage. The suggested 30% hit loss would affect yellow damage as well, making it nearly twice as devastating. A 10-15% hit loss, scaling down to 5%, would still be prohibitive but not onerous.
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07/31/08, 7:00 PM
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#599
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Bald Bull
Orc Warrior
Burning Blade
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Does the rage gain formula appear to be scaling up pretty well in Wrath? Or maybe even gotten a baseline improvement for all levels? It would seem they'd have to do something about this, given the change to Windfury.
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08/01/08, 1:45 AM
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#600
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King Hippo
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Why would WF change warrant rage buff? For TG at least, WF got BUFFED, not nerfed, and for most other builds its the same.
Also the -speed on TG is actually a best possible "nerf" we can get. Remember, TG build WILL have you slamming like arms warriors do now - its the only sensible rage dump (heroics will be just awful, you dont have SD). With WF giving 20% haste , and 25% flurry, you are looking at attacking at 1.5xfaster speed already - which means with 0 haste and 3.6 speed weapon you get below the "2.5 treshold" already. With lets say haste like i have now (15% or so), its gonna be 2.15 swing speed without TG "nerf"? TG will increase it to manageable 2.6+ speed - so in fact TG wont really be a nerf at all in raids assuming you slam. Probably a non slam rotation without TG penalty would be better - but of all "areas" they could put TG nerf in, haste is the least painful.
Remember that WF change will exactly offset TG debuff, so you will be still swinging 10% faster (flurry) then current arms warriors.
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