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Old 09/03/08, 8:50 PM   #1551
Darian_TruBlade
King Hippo
 
Darian_TruBlade's Avatar
 
Undead Warrior
 
<Zen>
Ravencrest
Originally Posted by Shha View Post
2) Its same damage, but more "room" - you allign your 20 sec/2 minute cooldowns easily now without any overlapping - so in the end the rotation is actually MORE stable - just a /castsequence of

Abbreviated
It's stable, but it isn't comfortable. The problem is that immediately before each Whirlwind you have an awkward moment where your GCDs don't align. This is also a problem for Berserker Rage and Bloodrage, but it's much less noticeable because they aren't the core of your rotation.

The problem is that before we had two core abilities that matched our GCDs perfectly and a few ancillary abilities that, while important, were only used occasionally. Now we have 3 or more core and secondary abilities which are out of sync with our 1.5 second GCDs. It's functional and technically more stable, but at the same time it's like trying to waltz to jazz music.
 
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Old 09/04/08, 12:43 AM   #1552
Skarrzog
Glass Joe
 
Human Death Knight
 
Sen'jin
Originally Posted by Gruntle View Post
The new slam mechanic is just a fix for the problem that you have to cast slam at the beginning of each white swing. You will still lose 0.5 sec of white dps each time you use Slam (in live it's ~0.6-7 if the slam is executed properly and up to the weapon speed if not). The new slam is still not an option for TG builds, losing that 1.5 sec in white dps hurts a lot, thus Bloodsurge is in no way obsolete. It's nice for arms 2h builds though and makes using slam a lot easier in pvp.

To Graul, the build you posted seems a bit odd, for a build that supposedly should do a lot of damage using HS you're including Taste for blood and Imp Overpower? Stance shifting will kill all possible usage of HS, so the 3 talent points spent in those talents are better of used in fury.

I guess it's hard to say if TG will need balancing before people in beta actually start the testing raiding. Maybe the actual counterbalance to TG in this build is the Unending fury in tier 10 that is worse than talents in lower tiers . Perhaps TG can take a balancing hit when we get a proper t10 talent.
That is not how slam works on live. If you have enough experience and decent ping, you are supposed to cast slam before your auto attack goes off. In a perfect setting .5sec before that is with robot timing and 0ping. But a decent warrior can cast slam before an auto attack leading to a penalty <0.5sec on your auto attack. With this change no matter what your timing you will get a .5 sec penalty. This is good for people with higher pings and who might be new to slam, but for those who have been doing this a while and have decent connections its actually a nerf.
 
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Old 09/04/08, 1:28 AM   #1553
mistersix
Piston Honda
 
mistersix's Avatar
 
Night Elf Warrior
 
Stormrage
Originally Posted by Rule View Post
Forgive me, I mispoke, I meant to say the damage increasing talents like imp MS and 2h spec. In a pvp spec, you're going to get one or the other most likely. That spec you have there wouldn't be very good for pvp, with no imp intercept, second wind, imp MS or imp hamstring. To illustrate what I mean better, I think for pvp you'd have to choose between a spec like this:http://talent.mmo-champion.com/?warr...00000000000000

or this:http://talent.mmo-champion.com/?warr...00000000000000

One has the overpower stuff, the other has the damage enhancers. Personally I think you'd be better off with stronger MS and such since with the overpower stuff to be useful you have spend a lot of time in battle stance, which denies the use of WW and intercept, and makes you more vulnerable to fears. The overpower stuff in the spec you listed would be fine for pve however, since it's likely better to prioritize overpower over WW if you're specced that way.
Fair points but the builds you pointed to still have quite a few points to throw around even assuming level 70 let alone level 80. 50/21 could be viable and picks up the bleeds, the pvp-y talents in the arms tree, ms, and damage enchancers let alone scooping up deathwish from fury. 53/15/3 sacrifices deathwish for imp hamstring and tactical mastery.

I think earlier in this thread even there were some more hybrid specs that went less into arms and more into fury and even prot for some added "hard to kill" flavor.

Last edited by mistersix : 09/04/08 at 1:32 AM. Reason: tweaked example trees
 
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Old 09/04/08, 1:31 AM   #1554
Frederic
Glass Joe
 
Human Warrior
 
Burning Legion
Originally Posted by Skarrzog View Post
That is not how slam works on live. If you have enough experience and decent ping, you are supposed to cast slam before your auto attack goes off. In a perfect setting .5sec before that is with robot timing and 0ping. But a decent warrior can cast slam before an auto attack leading to a penalty <0.5sec on your auto attack. With this change no matter what your timing you will get a .5 sec penalty. This is good for people with higher pings and who might be new to slam, but for those who have been doing this a while and have decent connections its actually a nerf.
No, you are the one working with a misapprehension here.

You time your slam to begin before your white attack according to your computer, not the server. Once the command to slam actually reaches the server, however, the white attack has already occured. If it has not, the white attack is clipped. As soon as the server realises you are attempting to slam, it pauses your swing timer, and as soon as the slam has been processed, your white attack is reset.

There is no possible way to have a slam cast with an effective loss of less than 0.5 seconds off of your swing timer barring artifacts of a freakish server application which at this point would be pure conjecture. Do not bother replying with anecdotal evidence about your swing timer's GUI, it will be inherintly wrong, possibly by a relatively large margin depending on how Blizzard's API handles obtaining latency and whether it includes intranet hops and server processing speed or whether it just relays round-trip time bounced off of one of Blizzard's gateways.
 
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Old 09/04/08, 2:27 AM   #1555
Armagedon
Glass Joe
 
Dwarf Warrior
 
Suramar
A bit of new protection data for you guys to take a peek at.

WoW Forums -> Dear Devs; want prot pvp to be viable?
 
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Old 09/04/08, 2:53 AM   #1556
Skarrzog
Glass Joe
 
Human Death Knight
 
Sen'jin
Originally Posted by Frederic View Post
No, you are the one working with a misapprehension here.

You time your slam to begin before your white attack according to your computer, not the server. Once the command to slam actually reaches the server, however, the white attack has already occured. If it has not, the white attack is clipped. As soon as the server realises you are attempting to slam, it pauses your swing timer, and as soon as the slam has been processed, your white attack is reset.

There is no possible way to have a slam cast with an effective loss of less than 0.5 seconds off of your swing timer barring artifacts of a freakish server application which at this point would be pure conjecture. Do not bother replying with anecdotal evidence about your swing timer's GUI, it will be inherintly wrong, possibly by a relatively large margin depending on how Blizzard's API handles obtaining latency and whether it includes intranet hops and server processing speed or whether it just relays round-trip time bounced off of one of Blizzard's gateways.
I was commenting more so on the method behind slam on the player's side of the screen. You're probably right about the networking; I honestly would not know since I have no background in networking at all.

Last edited by Skarrzog : 09/04/08 at 3:18 AM.
 
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Old 09/04/08, 3:41 AM   #1557
Graul
King Hippo
 
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Orc Warrior
 
Fenris
Originally Posted by Darian_TruBlade View Post
It's not a nerf, but it's also awkward. With a 9 second WW it didn't really matter which you hit first so long as they were always separated by n1.5 seconds (where n is odd). If WW remains at 10 seconds there isn't a way to avoid collisions besides letting one or the other rest off of CD for a couple seconds. The 20% DPS gained by WW you lose 10% BT DPS. It's a clear but awkward DPS gain.
I really do not understand what the big deal is about the loss of 1 second. I mean, from a spreadsheet perspective someone might have an argument, and maybe it was just horrible latency issues that I was going through since the beginning of the year until now, but BT and WW would *always* overlap constantly for me with one in Imp WW. I even accidentally forgot to dump one point into it one night and there was virtually no DPS loss. Maybe I've just been doing a radically inefficient rotation or something, but they've always overlapped (for me) and the new change is nothing but a buff.
 
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Old 09/04/08, 5:35 AM   #1558
Shha
King Hippo
 
Night Elf Warrior
 
Scilla
It's stable, but it isn't comfortable. The problem is that immediately before each Whirlwind you have an awkward moment where your GCDs don't align. This is also a problem for Berserker Rage and Bloodrage, but it's much less noticeable because they aren't the core of your rotation.

The problem is that before we had two core abilities that matched our GCDs perfectly and a few ancillary abilities that, while important, were only used occasionally. Now we have 3 or more core and secondary abilities which are out of sync with our 1.5 second GCDs. It's functional and technically more stable, but at the same time it's like trying to waltz to jazz music.
Considering you have NOTHING else to use beside stuff i listed, it hardly matters. Yea you use your skills then you have a 1 sec gap before gcd end and WW cooldown - but so what, you cant use any instant anyway so whether its 1 sec gap or an "even" 1.5 is irrelevant. Lets look at rotation again:

0.0 - WW
1.5 - BT
3.0 - (reserved for Slam)
4.5 - Berserker Rage
6.0 - Free GCD - trinket+DW
7.5 - BT
10.0 - WW [*[*[* AWKWARD CD - 1 sec free time after BT]*]*]
11.5 - (reserved for Slam)
13.5 - BT [*[*[* AWKWARD CD - 0.5 sec free time after potential slam]*]*]
15-18 - 3 free GCD to use Battle shout/demo/Slam
20.0 - WW/rotation reset [*[*[* AWKWARD CD - 0.5 sec sec free time after 3 "extras" gcd]*]*]

And tell me WHAT instant attack you could use in the spots - if nothing then gcds arent relevant - you simply do your "stuff" then wait on cd on next skill rather then gcd.


As for the Duranthor post - it contains a lot of mistakes, but i want to address the heroic strike part.

Part I - Rage generation

R= damage* 0.0137+ 3.5*[weapon speed] / 2

damage = [weapon dps+ AP/14]* [ weapon speed]

R = [Weapon Speed]*[ [Weapon dps+AP/14]*0.0137+1.75]

now lets assume the stats close to lvl 70 - 2h is 3.5 speed vs 2.6 of 1h, and 2h does 30% more base dps

1hander

R1 = WS*[[WDPS+AP/14]*0.0137+1.75]



2hander

R2 = 3.5/2.6 *WS*[[WDPS*1.3+AP/14]*0.0137+1.75]


Heroic Strike added damage , assuming 10% miss for whites and 25% chance for 70% average damage glancing. 40% Crit.


White damage = 0.1*0 (Miss) + 0.25*(WDPS+AP/14)*WS*0.7 (Glancings) + 0.4*(WDPS+AP/14)*WS*2 (crits)+0.25*(WDPS+AP/14)*WS (hits) = (WDPS+AP/14)*WS+[0.25*7+0.4*2+0.25]

[top] (WDPS+AP/14)*WS*1.225

Heroic Damage


1.1 (10% bonus) * [ (WDPS+AP/14)*WS*0.6 (hits) + (WDPS+AP/14)*WS*0.4*2.2 (crits with impale) = (WDPS+AP/14)*WS *1.1*1.48 = 1.63*(WDPS+AP/14)*WS

Heroic-White damage = 0.403* (WDPS+AP/14)*WS

Added damage

1 hander

D1 = 0.403*(WDPS+AP/14)*2.6

2 hander

D2 = 0.403*(WDPS*1.3+AP/14)*3.5


Effectiveness of Heroic Strike:

1 hander = D1/(R1+12)
2 hander = D2/(R2+12)

Compared 1:2 h heroic effectiveness = D1/D2 * R2+12/(R1+12)


Comparing at 4900 attack power and 150 dps 2h vs 115 dps 1h (around sunwell stats, abit rounded)


2.6/3.5 * 465/500 * 42/33.11 = 0.88

Heroic strike with a 2h is MORE rage efficcient then with 1h. - provides around 11 % more damage/rage.

Last edited by Shha : 09/04/08 at 6:10 AM.
 
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Old 09/04/08, 5:59 AM   #1559
Frederic
Glass Joe
 
Human Warrior
 
Burning Legion
Originally Posted by Skarrzog View Post
I was commenting more so on the method behind slam on the player's side of the screen. You're probably right about the networking; I honestly would not know since I have no background in networking at all.
Sorry if I jumped on you a little, but I've seen people try to defend a statement of that sort using the justification of "it looks like it's doing x on my screen!" when theory crafting ideal Slam DPS. This change will make it impossible to lose DPS based on latency, imprecision in meters, or slow response time of the player, which is definitely for the best. It now seems to me to be a question of how Slam is going to get nerfed in order to keep it's damage in line.
 
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Old 09/04/08, 6:12 AM   #1560
Mezzlock
Von Kaiser
 
Orc Warrior
 
Frostmane (EU)
Originally Posted by mistersix View Post
Actually, it was a tactical decision. The general mechanic in beta atm is that bleed effects do even more damage to enraged mobs. If you're squaring off against a rogue, druid, warrior all of whom have plentiful bleed effects burning the enrage via enraged assault is very much a tactical decision. It's not different from the notion of overpower and consequences with dodging warrior attacks.
Enraged Assault was totally destroyed for PvE fury use tho, you have to remember that berserker rage, bloodrage and deathwish are all enrage effects now.
Speccing 33% less cd on those would allow you to gain those extra attacks pretty often, while the heal would be very situational and not worth alot from PvE fury point of view.

 
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Old 09/04/08, 7:16 AM   #1561
Gruntle
King Hippo
 
Tauren Warrior
 
Earthen Ring (EU)
Originally Posted by Skarrzog View Post
I was commenting more so on the method behind slam on the player's side of the screen. You're probably right about the networking; I honestly would not know since I have no background in networking at all.
Yes, you're perfectly right in how the slam cycle is executed, I do it like that too. But my post was out a comparison between the new and old slam in terms of performance, and as Frederic pointed out the swing is paused when you press slam already in live, it's just the reset that is removed. You do not lose anything by the slam change, it just makes the skill easier to use.

To Darian_TruBlade, the 18 sec BT/WW cycle is collision-free only in theory. In reality you will get cd collisions due to human error and latency. I agree with Graul, it's actually possible that the 1/2 imp WW point is quite useless even in live. In any case +10% damage is worth more in my opinion.
 
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Old 09/04/08, 7:31 AM   #1562
Liar
Bald Bull
 
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Human Warrior
 
Turalyon (EU)
To get the ball rolling:

Originally Posted by Blue
Again, the "best Magic boss" shouldn't be to the extent that you call the raid when she [the Death Knight tank] can't come. There will be no fights tailored to a particular class. Sorry. Believe me, we don't have to come up with a gimmick to encourage death knight raiders. Northrend is infested with them already. Ghouls are cool though.
This is obviously a post about DKs but I think we can transfer some things over to Warrior tanking. As I read this there will be no gimmicks that would require Spell Reflect (which is the only gimmick we retain in WotLK). I actually like using SR so I hope there will be loads of bosses that you can SR on without making it impossible if you miss an SR or use a non-Warrior tank. I always thought the elven adds on M'uru were fairly nicely balanced in this regard. A Warrior can offtank a Fury Mage by virtue of SR alone (and add quite some damage) but it works with non-Warrior tanks as well. I want more of that stuff and less RoS P2 style bosses.

What do you think?

Unexpected TankPoints error
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.
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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Old 09/04/08, 8:03 AM   #1563
Obould
Von Kaiser
 
Orc Warrior
 
Burning Legion (EU)
Sword & Board

Sword & Board

I have tried to analyse the new S&B only procing off Devestates (DEV) within two skill rotations (SS-DEV-DEV-REV and SS-DEV-DEV-DEV) over a time period of two minutes. Also noted be, that i was assuming a 100 rage environment meaning end game content were you should get hit hard enough that you dont struggle with rage starvation.

DOWNLOAD EXCEL

Conclusion:

First i want to mention the "clipping" effect S&B has, which means that it procs and your natural rotation would be a ShieldSlam anyway, only giveing you a rage free ShieldSlam but no additional "before SS CD comes off" one.

In a rotation like SS-DEV-DEV-DEV, over a timeframe of 2mins you have 60 DEV hits, yet 20 of those will not really benefit (only rage saving) you since your next rotation skill is a SS anyway.

Also with a SS-DEV-DEV-REV rotation, clipping starts once you have after the second DEV a S&B-Proc since your new rotation would be SS-DEV-DEV(proc)-SS-REV-DEV-DEV-SS which means you fall into a DEV-SS clipping issue again if it procs.

What is also clearly visible is that due to this clipping problem: SS-DEV-DEV-DEV is not superior to SS-DEV-DEV-REV / SS-REV-DEV-DEV, so REV will stay in your rotation.

In the end S&B with the numbers taken into account (SS = 800dmg/307threat, DEV = 200dmg/101threat, REV = 200dmg/201threat) provides a threat gain of ~ 3% over the two minute timeframe. It proced around 7 and 8 times depending on the SkillRotation used which gives you ~100-120 extra rage to use, if you need that. One thing is clear thought that we speak from perfect skill rotations, S&B is not really a threat winning talent it helps in rage starving situations, question is will we face that in end-gaming?

For me its still clear what they have todo to make it a real nice talent, once S&B procs a free SS hit like we used to see with Windfury procs. With the numbers mentioned(15%proc chance) and 7 S&B procs(over 2mins) it would be a 20% threat gain inclusive +100 rage, if 20% is overpowered they can scale it with the proc rate.
 
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Old 09/04/08, 8:16 AM   #1564
Darmon
Von Kaiser
 
Orc Death Knight
 
Defias Brotherhood (EU)
There is no mention around about the fact that S&B affects just a part of prot warrior gameplay. The other part is when dualwielding devastate spam. For this gameplay, S&B is a waste of talent points. Not sure if i'm the only one, but a talent so deep in protection tree should give benefits in all situations, since this holds true for all other classes and specs.
 
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Old 09/04/08, 9:03 AM   #1565
Exiliad
Glass Joe
 
Exiliad's Avatar
 
Draenei Warrior
 
Cenarion Circle
Originally Posted by Darmon View Post
There is no mention around about the fact that S&B affects just a part of prot warrior gameplay. The other part is when dualwielding devastate spam. For this gameplay, S&B is a waste of talent points. Not sure if i'm the only one, but a talent so deep in protection tree should give benefits in all situations, since this holds true for all other classes and specs.
This is pretty ridiculous. Deep-tree talents of most hybrid classes benefit the role of that particular tree and not that of the others. The protection tree is designed for a warrior to be using a shield, expecting otherwise you might as well dismiss Shield Specialization, Imp Shield Block, Imp Shield Wall, Imp Shield Bash, Shield Mastery, Critical Block, too because hey, you might not *want* to wear a shield!
 
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Old 09/04/08, 9:04 AM   #1566
Orsier
Glass Joe
 
Tauren Warrior
 
Emeriss (EU)
Originally Posted by Liar View Post
This is obviously a post about DKs but I think we can transfer some things over to Warrior tanking. As I read this there will be no gimmicks that would require Spell Reflect (which is the only gimmick we retain in WotLK). I actually like using SR so I hope there will be loads of bosses that you can SR on without making it impossible if you miss an SR or use a non-Warrior tank. I always thought the elven adds on M'uru were fairly nicely balanced in this regard. A Warrior can offtank a Fury Mage by virtue of SR alone (and add quite some damage) but it works with non-Warrior tanks as well. I want more of that stuff and less RoS P2 style bosses.

What do you think?
Later on that post, or in another post in the same thread, Ghost says they do want Spell Reflect to be used in WotlK because they like it. I'm guessing they will change it (add some other effect to it ?) / design the fights so that it can be usefull, or at least they plan to do so.

Edit : What Ghostcrawler said :

We need to make sure there are still good reasons to take a Prot warrior. Vigilance and Safeguard are good starts there, but we're also looking at buffing signature abilities like Spell Reflect.

Last edited by Orsier : 09/04/08 at 9:41 AM.
 
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Old 09/04/08, 10:19 AM   #1567
Borodin
Piston Honda
 
Dwarf Warrior
 
Argent Dawn (EU)
Originally Posted by Liar View Post
To get the ball rolling:

This is obviously a post about DKs but I think we can transfer some things over to Warrior tanking. As I read this there will be no gimmicks that would require Spell Reflect (which is the only gimmick we retain in WotLK). I actually like using SR so I hope there will be loads of bosses that you can SR on without making it impossible if you miss an SR or use a non-Warrior tank. I always thought the elven adds on M'uru were fairly nicely balanced in this regard. A Warrior can offtank a Fury Mage by virtue of SR alone (and add quite some damage) but it works with non-Warrior tanks as well. I want more of that stuff and less RoS P2 style bosses.

What do you think?
Well Ghostcrawler's post about Protection Warriors today says that Spell Reflect is going to be buffed (it's already had the cooldown reduced so I presume something else is coming).

Until we see that change my guess will be is that in addition to reflecting 1 spell you will gain some magic damage reduction for the 5 second duration.
This would primarily make it better on magic dealing bosses without requiring a Warrior-only Reflect gimmick.

As it stands every Prot Warrior is likely to take Improved Defensive Stance with it's 16% Magic DR but some Magic DR on Spell Reflect will benefit non-Prots too, especially in PvP where a Warrior has to swap stance and weapons to use it only to see it instantly removed by an Icelance.

PS Liar: you made a comment earlier about boredom during Mother Shahraz tanking and it made me wonder if you knew her Parry-Hasting had been removed? Sure it was still boring but at least it went beyond keeping Thunderclap and Shouts up! Just a thought.
 
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Old 09/04/08, 10:28 AM   #1568
Darkrenown
Don Flamenco
 
Orc Death Knight
 
Stormrage (EU)
Originally Posted by Cranium View Post
Also with the removal of BoS, I've been seriously thinking about improve cleave and ditching HS. If rage gen will be so great with 2h weps that I am capping while spamming HS then using imp cleave will eat more rage (instead of wasting it), help out on trash dps, AND not give me threat on bosses. You might want to consider that switch if you believe HS will not dump enough for you. Even if not, you might want to consider moving the 3 pts in imp HS to something else as well? *shrug*
You know Cleave has bonus threat on it too, right? It's only slightly less than HS and worse for damage.
 
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Old 09/04/08, 10:40 AM   #1569
Borodin
Piston Honda
 
Dwarf Warrior
 
Argent Dawn (EU)
Obould thanks for your S&B analysis but you are using some outdated values (compared to Live at 70).

For Devastate the inherant threat is now 105+(15xSunder Count) or 180 at 5 Sunders (some use slighly different values coming in at 176). Choose either value over 101.

I also think your damage values of 200 for Devastate and certainly Revenge are low. 250 would be a more representative Devastate damage value and Revenge is now in the region of 400 damage (414-506 in live, 388-466 + 0.92% AP in Wrath) with all the usual modifers from stance, armour etc.
Your Revenge threat value is correct

These are values at 70 by the way where we know the inherant threat values.

Unknowns for Wrath:
In Wrath the inherant threat bonuses might not increase as much as expected in favour of increased threat from damage scaling. Blizzard wants to move away from non-scaling +Threat modifiers.
One thing we don't know about 70 is how much Sunder Threat (and thus those applied by Devastate) will scale with AP.

Not saying any of this will cause you to change your conclusions just mentioning where you can improve the data.
 
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Old 09/04/08, 11:27 AM   #1570
Lasie
Von Kaiser
 
Lasie's Avatar
 
Draenei Shaman
 
Turalyon
Originally Posted by Liar View Post
Charge definitely needs to be usable with Warbringer. Ghostcrawler even gave us the reason: Improved Charge. What use is it for us if we swap to Defensive stance after using it anyway? Now imagine having Improved Charged and it being usable in Defensive stance: that's some massive rage boost right there which will help us minimize aggro losses via unlucky avoidance streak RNG. I like it. Make it usable in Defensive stance and I will totally spec that. And if you want to really make me happy, add a high threat component to it (I suggested it doing a free Shield Slam earlier, I am still for this) and rename it Shield Charge.
I agree. If it were usable in D stance and had a really high threat component on it, then it would be worthwhile. As long as you could create situations where there are split mobs (say having tanks X many yards apart on diff targets) it could work as a rage generation and threat mechanism.

Though without both of those, I really don't see it as being worthwhile, since intercept and intervene offer a superb amount of mobility already. There are very few times where I ever end up finding myself having to use either intercept or intervene, and by the time i've used both the cooldowns are back up. The only time where I've felt that i've made truly the most use of intervene/intercept in a raid environment was for Al'ar's adds. I couldn't ever see needing a battle stance charge at all.
 
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Old 09/04/08, 11:42 AM   #1571
Darmon
Von Kaiser
 
Orc Death Knight
 
Defias Brotherhood (EU)
Originally Posted by Exiliad View Post
This is pretty ridiculous. Deep-tree talents of most hybrid classes benefit the role of that particular tree and not that of the others. The protection tree is designed for a warrior to be using a shield, expecting otherwise you might as well dismiss Shield Specialization, Imp Shield Block, Imp Shield Wall, Imp Shield Bash, Shield Mastery, Critical Block, too because hey, you might not *want* to wear a shield!
I would agree if Shield Slam was protection only skill. But it is not anymore. A talent so deep in prot tree has to influence something either tree specific - Devastate or vigilance or charge, or something more generic than beeing forced to have a shield in offhand. Atm S&B is like having Wreking Crew in arms work for just 2handers, or Undending fury work when dualwielding only. As an Arms/Fury tank that is undesirable, and reasons like 'you want to tank then spec Prot' are not valid anymore.
 
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Old 09/04/08, 11:42 AM   #1572
Obould
Von Kaiser
 
Orc Warrior
 
Burning Legion (EU)
Thanks Borodin, and yeah i used old known threat values (lvl 70),

but nothing would change since in the end with S&B when it does not "clip" you exchange DEV / REV skills with ShieldSlams, yet queue them later on back into your rotation!

- S&B: SS -> DEV -> DEV -> REV -> SS
+ S&B: SS -> DEV -> DEV (proc) -> SS -> REV

In the end you delay other skills (DEV, REV) with S&B Proc and during a long period you exchange REVs/DEVs with SSs, which means threatwise S&B is not good enough the only thing it does is safes you rage.
 
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Old 09/04/08, 11:50 AM   #1573
nfw
Don Flamenco
 
Undead Warrior
 
Area 52
Originally Posted by Borodin View Post
Obould thanks for your S&B analysis but you are using some outdated values (compared to Live at 70).

For Devastate the inherant threat is now 105+(15xSunder Count) or 180 at 5 Sunders (some use slighly different values coming in at 176). Choose either value over 101.

I also think your damage values of 200 for Devastate and certainly Revenge are low. 250 would be a more representative Devastate damage value and Revenge is now in the region of 400 damage (414-506 in live, 388-466 + 0.92% AP in Wrath) with all the usual modifers from stance, armour etc.
Your Revenge threat value is correct

These are values at 70 by the way where we know the inherant threat values.

Unknowns for Wrath:
In Wrath the inherant threat bonuses might not increase as much as expected in favour of increased threat from damage scaling. Blizzard wants to move away from non-scaling +Threat modifiers.
One thing we don't know about 70 is how much Sunder Threat (and thus those applied by Devastate) will scale with AP.

Not saying any of this will cause you to change your conclusions just mentioning where you can improve the data.
Ghost wrote that they will change base threat to extra damage on a lot of abilities, TC and CB were specifically mentioned
 
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Old 09/04/08, 11:57 AM   #1574
Darian_TruBlade
King Hippo
 
Darian_TruBlade's Avatar
 
Undead Warrior
 
<Zen>
Ravencrest
Originally Posted by Graul View Post
I really do not understand what the big deal is about the loss of 1 second. I mean, from a spreadsheet perspective someone might have an argument, and maybe it was just horrible latency issues that I was going through since the beginning of the year until now, but BT and WW would *always* overlap constantly for me with one in Imp WW. I even accidentally forgot to dump one point into it one night and there was virtually no DPS loss. Maybe I've just been doing a radically inefficient rotation or something, but they've always overlapped (for me) and the new change is nothing but a buff.
It's actually a loss of 2 seconds off of BT.

00.0 - WW
01.5 - BT
07.5 - BT
10.0 - WW
13.5 - BT
19.5 - (BT Comes off CD, but you can't hit it without delaying WW)
20.0 - WW
21.5 - BT

Moving from 3 BTs in 18 seconds to 20 seconds is an effective loss of 10% BT DPS. It's compensated by the 20% increase to Whirlwind, but it's still awkward.

This was the rotation before.

00.0 - BT
01.5 - WW
06.0 - BT
10.5 - WW
12.0 - BT
18.0 - BT
19.5 - WW

There is no overlap in this rotation so long as you are able to consistently hit each ability as soon as it comes off CD. Naturally, as Gruntle pointed out, human error/latency comes into play and thus it's impossible to have 0 overlap. However, in my experience (averaging 150 ms latency) the overlap is very minimal with 9 second WWs and very obvious with 10 second ones. The only times I've had jarring collisions in Live were when I misqueued HS and didn't have the rage for one ability or the other.

Ultimately, the point would be moot if Warriors had 1 second GCDs, but that's very unlikely (it would overpower Arms' Overpower for certain).

Last edited by Darian_TruBlade : 09/04/08 at 12:05 PM.
 
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Old 09/04/08, 12:00 PM   #1575
Nezralix
Bald Bull
 
Orc Warrior
 
Burning Blade
Originally Posted by Obould View Post
For me its still clear what they have todo to make it a real nice talent, once S&B procs a free SS hit like we used to see with Windfury procs. With the numbers mentioned(15%proc chance) and 7 S&B procs(over 2mins) it would be a 20% threat gain inclusive +100 rage, if 20% is overpowered they can scale it with the proc rate.
Well, the absolute first thing they need to do it is make it proc off of Revenge. It's just bizarre and confusing that it doesn't. I can *vaguely* see why they might choose not to make it proc of Shield Slam (avoiding a chained Shield Slam sort of thing), but excluding one of three skills in our core threat rotation is just silly.

And as I've elaborated on too many times already, I think our rage issues need to be alleviated through means that don't involve the RNG. Unlike mana, rage is a problem that involves a rather small window, a short-term optimization problem, such that not receiving any benefit from S&B for potentially twenty seconds or more makes it of very questionable benefit from a rage efficiency perspective. Focused Rage is good. Puncture is good (although obviously not nearly as good). Sword and Board is too unreliable to put it in the same category, even if the rage savings is technically comparable to puncture in the long term (although I don't even think you can make the argument that it's comparable on a per-point basis, in a semi-optimal case).
 
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