Elitist Jerks
Register
Blogs
Urban Rivals
Forums
New Posts


Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Warriors
Elitist Jerks Login

gamerDNA Login

Welcome to Elitist Jerks
We're testing some new features on the site regarding OpenID registration and coordination with gamerDNA. If you experience any issues with registering an account, please take the time to fill out a report and send it to this e-mail address. We would appreciate any assistance you could provide in making sure everything is functioning as intended. Thanks!

If this is your first visit, please be sure to check out the FAQ and the forum rules. Users must register to post and new registrations are subject to a one day "mute" period to get acquainted with the community.

Closed Thread
 
LinkBack (261) Thread Tools
Old 09/06/08, 11:00 PM   #1701
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
The value in the database is also 45.
Originally Posted by WoWhead
[Apply Aura]: Mod Threat (127)
Value: 45
I think we need to run some tests with a warrior and a caster to find out what's really going on.

 
User is offline.
Old 09/06/08, 11:13 PM   #1702
Ivanstone
Glass Joe
 
Dwarf Warrior
 
Darkspear
Originally Posted by Shha View Post

Hopefully that clarifies the idea of itemization. As long as leather will get basically same set of stats, with the exception of getting BOTH agility and attack power to replace strength, this imbalance will continue.
The point I was trying to make that the idea of an AP+Str isn't really necessary and doesn't quite compare with AP+Agi. Still after reading your post I decided to tool around on Wowhead and I came to the realization that the real problem is the lack of Strength items with diverse stats. It seems that 5 or 6 stat items are more common for leather and mail. Mail often has a mana stat as its 6th stat. Off the top of my head two pieces of Onslaught have 5 stats. Strength and Crit (or AG) are almost universal to most DPS plate but they often don't give two additional stats. One extra is the norm for higher level DPS gear.
 
User is offline.
Old 09/07/08, 1:30 AM   #1703
Rustik
Von Kaiser
 
Rustik's Avatar
 
Orc Warrior
 
Elune
I was some time ago, but I seem to recall One of the Blues stating that yes, they'd be reitemizing things, and it would probably result in the need to retune existing raid content. It's buried in blue posts though, so it's possible I'm just remembering something else.

Either way, I'm sure blizzard is aware that you are losing avoidance, and they are likely prepared to change the encounters if it turns out you're too gimpy from the avoidance loss.
 
User is offline.
Old 09/07/08, 3:44 AM   #1704
Sepulture
Piston Honda
 
Night Elf Warrior
 
Arathor
It looks like the new race of choice for Alliance Prot warriors who want top notch survivability will be Nelf.

WoW Forums -> Orc Racial: Hardiness & New stun mechanics.

Night Elf
- Quickness: reduces the chance to be hit by melee or ranged attacks by 2%

- Nature Resistance: reduces the chance to be hit by Nature spells by 3%
That's the earlier 1% dodge stacked with 2% miss for 3% greater avoidance. This is definitely significant, especially at higher avoidance levels. The much improved nature resistance is gravy.
 
User is offline.
Old 09/07/08, 3:51 AM   #1705
PSGarak
Bald Bull
 
PSGarak's Avatar
 
Undead Warlock
 
Hyjal
Quickness is the name of the current nelf 1% dodge racial, so I'm pretty sure the miss chance is a replacement, not an addition. Not that that isn't awesome. It's on par with the (now non-scaling) tauren HP racial.

 
User is offline.
Old 09/07/08, 4:42 AM   #1706
JamesVZ
help how do i block where is the tank key
 
JamesVZ's Avatar
 
Orc Warrior
 
Mal'Ganis
Originally Posted by Sepulture View Post
That's the earlier 1% dodge stacked with 2% miss for 3% greater avoidance. This is definitely significant, especially at higher avoidance levels. The much improved nature resistance is gravy.
It reads to me like they removed the 1% dodge and replaced it with 2% miss to keep it in line with the spell based resistances.

Official Slackie Fanclub. The dude gets ALL the ladies.

In regards to Icecrown Radiance:
2) What happens to a tank who has 19% dodge (theoretically)? -1% dodge or 0%?
 
User is offline.
Old 09/07/08, 6:15 AM   #1707
Gellor
Von Kaiser
 
Human Warrior
 
Stormrage
Originally Posted by Nezralix View Post
You're going to have to explain to me why you think it's somehow bad to have STR now but better to have it in Wrath; is this really just a generic complain that STR is an important stat under the new model?

If you're concerned about Sunwell tuning, then idea that encounters are tuned around a target level of survivability goes out the window with all the new talents everyone's getting.

And if you're suggesting that Sunwell gear should ride you right into early Wrath raiding *and* that it should maintain the mitigation-only characteristics of current gear, then that's particularly unreasonable. That's essentially suggesting that you just simply don't want STR, and implying that all the blue level 80 tanking gear is improperly-itemized for this reason. I'm sure Blizzard hopes that it isn't the case that STR is a wasted stat.
You seem to be reading a lot more into my comment than me. No where did i even remotely express some of the things you are suggesting, it was just a "damn they've gutted our t6 avoidance to add str", to make it work with the mechanic changes. Nothing more nothing less.
 
User is offline.
Old 09/07/08, 7:41 AM   #1708
Darkrenown
Don Flamenco
 
Orc Death Knight
 
Stormrage (EU)
Originally Posted by Liar View Post
I guess the reason many of us (me atleast) aren't that interested in the new 175% value because it really doesn't change anything. BoS and Defiance were expected when tuning the TPS of the DPS classes (Ghostcrawler implied that much) and with BoS and Defiance gone they just had to buff the Defensive stance modifier from 130% to 175% (130%+15%+30%) to keep things even. So effectively, nothing changed for tanks and the real increase/decrease is going to come from Strength and AP scaling.
I honestly didn't expect to get salv "baked in", so I was pleasently surprised when I saw the comment. Also, I still kinda think of salv as a bonus, both from pre-BC horde raiding and my guild being short on them for a lot of BC. There's also a lot of non 25 man content coming in wrath where you might not have a pally anyway, so having the threat build in is nice.
 
User is offline.
Old 09/07/08, 8:51 AM   #1709
Muggins
Piston Honda
 
Blood Elf Death Knight
 
Frostwhisper (EU)
Haven't seen it mentioned but Imp Shield Bash had its name changed to Gag Order (great name) on the mmo talent calculator and also incorperates Heroic Throw 50/100% chance of silence for 3 secs on top of the previous effects. Should help when pulling caster mobs that just refuse to move without LoS.
 
User is offline.
Old 09/07/08, 9:23 AM   #1710
Katrael
Von Kaiser
 
Night Elf Hunter
 
Lightbringer
The issue with the leather v plate itemization is, to my mind, not whether I scale well enough with my own gear versus a rogue with his that our DPS is equitable, but that the option exists by downgrading armor class to improve my DPS. This puts me in direct competition with the rogues and the ferals(And at least for my guild the hunters and shaman want rogue gear too).

If warriors scale better than rogues with gear, than it still stands to reason that I get more out of the better leather gear than the inferior plate. This would be fine but there are finite drops. While eventually everyone might gear up, the current situation of perhaps ten or more raiders wanting a piece of leather(talking about you leggings of immortal night) instead of drops that could have been more tailored to the specific class is a recipe for frustration, and seems like an inelegant solution to either A, toning down the DPS of plate wearers or B, slowing the influx of gear to a progressing guild.
 
User is offline.
Old 09/07/08, 11:41 AM   #1711
Nezralix
Bald Bull
 
Orc Warrior
 
Burning Blade
Originally Posted by Gellor View Post
You seem to be reading a lot more into my comment than me. No where did i even remotely express some of the things you are suggesting, it was just a "damn they've gutted our t6 avoidance to add str", to make it work with the mechanic changes. Nothing more nothing less.
Well, there were a few comments on this topic, so I sorta lumped them together in my response.

EDIT: I'd also like to add a note on Thunderclap.

According to this blue post:

"Yes, the damage is 300 now. We wanted to buff damage by 50% to make up for the cooldown increasing. Having to hit it less often for a bigger effect is a good way to remove spam. It does do 75% threat (it was 150% on Live IIRC) and has an AP coefficient of 12%. Talented and glyphed, this makes it a crazy good ability... possibly too good, but we'll see."

Thunderclap threat has been reduced by half. I think this basically implies that we're breaking even on Thunderclap threat. Essentially, we need enough attack power (at a 12% coefficient) to double the damage that it was doing previously. At 70, it does 184 damage base, so that means you need 184/0.12 = 1314 attack power to bring it equal to where it was before in terms of threat. At 80, it does 300 damage, so that's 2500 attack power.

Ultimately, it seems like even though you're seeing bigger numbers, this is a break-even or maybe even a loss on threat. Certainly not what I was expecting.

Last edited by Nezralix : 09/07/08 at 12:38 PM.
 
User is offline.
Old 09/07/08, 1:59 PM   #1712
Fellwraith
Run-speed Nazi
 
Fellwraith's Avatar
 
Orc Warrior
 
Mal'Ganis
Originally Posted by Nezralix View Post
Ultimately, it seems like even though you're seeing bigger numbers, this is a break-even or maybe even a loss on threat. Certainly not what I was expecting.
Tclap seems like one of those abilities that could scale really well, if improved tclap affects both the bonus damage as well as the base ability damage, it'll be pretty amazing.

I was looking at what a warrior's stats would look like in the 10 man Nax gear with raid buffs, by my math you'll have over 2850 AP fully raid buffed (Battleshout, Strength of earth, UR/Abom's might, kings, mark) plus whatever you get from your base stats for being level 80. That adds 343 base damage to your thunderclap, increasing it to 643 at level 80. Factor in the imp tclap talent and you're up to 1286 damage from thunderclap before armor. Even with a 75% threat handcuff, that's a lot.
 
User is offline.
Old 09/07/08, 2:57 PM   #1713
Nezralix
Bald Bull
 
Orc Warrior
 
Burning Blade
Originally Posted by Fellwraith View Post
Tclap seems like one of those abilities that could scale really well, if improved tclap affects both the bonus damage as well as the base ability damage, it'll be pretty amazing.
I think it will scale pretty well from a damage perspective. It's just a minor drawback that you basically need to be a moderately high level of attack power before you get the same benefit that you would have gotten with the previous incarnation. In raid settings especially, I'm sure it will be superior.

I vaguely recall something about the Imp TC talent reducing the threat coefficient slightly so as to not make it so necessary for tanking, but WoWWiki doesn't corroborate that: Thunder Clap - WoWWiki - Your guide to the World of Warcraft

In fact, they suggest that the current threat modifier is 175%, rather than 150%.
 
User is offline.
Old 09/07/08, 4:07 PM   #1714
mistersix
Piston Honda
 
mistersix's Avatar
 
Night Elf Warrior
 
Stormrage
You may be thinking of blue comments about shockwave as opposed to tclap.
 
User is offline.
Old 09/07/08, 5:39 PM   #1715
Nezralix
Bald Bull
 
Orc Warrior
 
Burning Blade
Originally Posted by mistersix View Post
You may be thinking of blue comments about shockwave as opposed to tclap.
Nope!
 
User is offline.
Old 09/07/08, 7:03 PM   #1716
mistersix
Piston Honda
 
mistersix's Avatar
 
Night Elf Warrior
 
Stormrage
Odd. I remember blue actively talking about buffing tclap so all flavors of warriors could aoe tank with some reliability and not just deep prot.
 
User is offline.
Old 09/07/08, 7:57 PM   #1717
Deathwing
Bald Bull
 
Deathwing's Avatar
 
Tauren Druid
 
Black Dragonflight
They've kinda put themselves in a hard spot here. From what I can tell, they've balanced it such that shockwave + imp tclap + damage shield = solid AE agro, maybe even letting the DPS AE too. However, as mistersix has pointed out, this goes against what they're trying to accomplish with letting even the dps specs of tank classes tank 5-mans, where AE agro will be very important.

Obviously they are trying work around this because shockwave and damage shield aren't as dependable AE tools as tclap. The real obvious solution is put a threat modifier on tclap like it had before, but they're also trying to get away from those types of abilities.

To satisfy all conditions, probably going to have to fine tune tclap so that it's enough by itself and that imp tclap, shockwave, and damage shield don't encroach on paladins. Or, they could allow WW in defensive stance.

Do paladins still "get" that niche?

Last edited by Deathwing : 09/07/08 at 8:27 PM.
 
User is offline.
Old 09/07/08, 11:10 PM   #1718
Borodin
Piston Honda
 
Dwarf Warrior
 
Argent Dawn (EU)
Thunderclap threat is 175% damage in Live (Ghost has remembered incorrectly) so the base threat has been more than halved.
The damage has increased 50% but since the cooldown also increased 50% there's a lot of work for the AP to do (as has been said).

Has anyone been able to establish if the 12% AP modifier is itself doubled by Improved Thunderclap?
If it is that of course means less AP is needed to reach the previous threat values.

Last edited by Borodin : 09/08/08 at 8:54 AM. Reason: Grammar and comment regarding AP scaling
 
User is offline.
Old 09/07/08, 11:29 PM   #1719
Nezralix
Bald Bull
 
Orc Warrior
 
Burning Blade
Just for reference, if it was 175% threat and not 150% threat, then you'd need 3333 attack power to make the level 80 version threat-equivalent to what we had previously.
 
User is offline.
Old 09/07/08, 11:51 PM   #1720
Zegai
Von Kaiser
 
Human Warrior
 
Aerie Peak
Has anyone tried reporting that?

It probably isn't intended (unless they want something like: dps warrior can get the mobs off the healer, the prot warrior can generate aggro with damage shield+shockwave).
 
User is offline.
Old 09/08/08, 10:16 AM   #1721
Gink
Piston Honda
 
Gink's Avatar
 
Human Warrior
 
Turalyon (EU)
I have a question about One-Handed Weapon Specialization vs. Two-Handed Weapon Specialization.
In case of tanking or off-tanking in a 20/51 TG build, using a 2-hander + shield:
Will the 2-h spec increase my damage on Shield Slams and Thunderclap the same way 1-h spec currently does?

Looking at the tooltip I would assume it does not, but has anyone tested this?
I would love to see a tooltip change to 2-h spec to help out us Fury warriors a little on threat when tanking.

Looking more closely at these spells on Wowhead, they read:
For 1-h: [Apply Aura]: Mod Dmg % (1) Value: 10
For 2-h: [Apply Aura]: Mod Dmg % (1) Value: 5

Would this imply that 2-h spec actually does work in the same way as 1-h spec?

Last edited by Gink : 09/08/08 at 10:21 AM.

 
User is offline.
Old 09/08/08, 10:40 AM   #1722
Borodin
Piston Honda
 
Dwarf Warrior
 
Argent Dawn (EU)
"
Looking more closely at these spells on Wowhead, they read:
For 1-h: [Apply Aura]: Mod Dmg % (1) Value: 10
For 2-h: [Apply Aura]: Mod Dmg % (1) Value: 5
"

I think that's pretty conclusive that they work in the same way.
1H Spec always did this, only the wording has changed to provide clarity.
Your right that the wording for 2H talent should similarly change.

I say good catch, lets hope Blizzard picks up on it.
 
User is offline.
Old 09/08/08, 12:39 PM   #1723
Ivanstone
Glass Joe
 
Dwarf Warrior
 
Darkspear
Originally Posted by Nezralix View Post
Just for reference, if it was 175% threat and not 150% threat, then you'd need 3333 attack power to make the level 80 version threat-equivalent to what we had previously.
There's been some discussion regarding baked in Salvation. Some previously in this thread have suggested Defensive Stance's threat modifier is 175% thus offsetting to a degree Tclap's base threat modifier.

It also occurred to me that Tclap may have received some additional scaling. On live Tclap is horribly inaccurate and will not crit since its a spell and we have no reasonable means of improving this. The change to Crit and Hit rating into generic stats may allow us to actually get this ability to reasonably hit and crit. The addition of Incite combined with Impale and Deep Wounds will give additional threat as well.
 
User is offline.
Old 09/08/08, 1:26 PM   #1724
daf
Glass Joe
 
Orc Warrior
 
Runetotem (EU)
Disclaimer: I'm not in beta so my experience is limited from what i read on the official forums and here, still I'd like to share some ideas in the opens someone will find them worthy of reposting in the beta forums.

My suggested changes to the current Arms Tree (8905) would be:

Protection
  • Tactical Mastery Removed (effect added to baseline abilities)
  • Toughness Moved to Tier 1 into Tactical Mastery's position.
Arms
  • Improved Charge, also increasing stun effect for .5/1s.
  • Improved Slam removed, effect added to Strength of Arms (to reduce "fat" in the tree).
  • Endless Rage, Now also allows warrior to keep an extra 25 rage wile stance dancing (for a total of 50 rage).
  • Bladestorm, 1 WW every 2s (or more) but usable to break any CC and allows the warrior to use all their abilities during the duration.

I think this would make Arms the stance dancer tree and still best at PvP with the Bladestorm change. I have other concerns (Sudden Death, Justified Killing, Imp. Mortal Strike, No anti-disarm) but others with more insight have pointed them out as well.

Something I've also found pretty cool was the suggestion to allow shield abilities to be used with a 2h, something that would make arms pvp allot more interesting for the flexibility in terms of choices of abilities you could use (and not to overpowered considering fury and prot have access to them too). 1 point talent "Bladed Shield" deep down in Arms to allow Shield Slam, Shield Bash, Spell Reflect and maybe even Shield Wall wile using a 2h weapon would be very welcome.

edit: Also the ability to change stances at any time (wile even being CC) would help (but probably too op).

Anyways, sorry for interrupting the threat discussion, carry on :p

Last edited by daf : 09/08/08 at 1:50 PM.
 
User is offline.
Old 09/08/08, 4:16 PM   #1725
Zerai
Glass Joe
 
Dwarf Warrior
 
Khaz Modan
Those arms changes would completely negate everything Blizzard has been trying to do...while making Arms completely overpowered.

What they are trying to do is so that Arms isn't the pvp tree. That you have a choice. Instead of Pvp? Arms. Pve dps? Fury. Tanking? Protection. They are trying to make it more like DK.

What will end up happening is a best dps and best pvp build will be found, but it might change based on fotms. If rogues/warriors come up on top again, arms will probably be dominant. But casters? Fury or Prot (if they keep how it is currently) might be the best.
 
User is offline.
Closed Thread

Go Back   Elitist Jerks > Public Discussion > Class Mechanics > Warriors

Thread Tools


Similar Threads
Thread Thread Starter Forum Replies Last Post
Moonkin WotLK Talent Preview / Discussion Maax Druids 1690 11/14/08 11:21 PM
WotLK Talent Preview / Discussion Flamingcloud Warlocks 4153 11/12/08 6:13 PM
Restoration WotLK Talent Preview / Discussion Norfair Druids 653 11/06/08 5:25 PM
[Mage] WotLK Talent Preview / Discussion Cryic Class Mechanics 4786 08/16/08 8:16 PM
[Priest] Holy WotLK Talent Preview / Discussion Sinndir Class Mechanics 88 07/19/08 12:13 AM