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Old 02/18/09, 4:09 PM   #166
Ikswosil
Von Kaiser
 
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Worgen Druid
 
Ysera
Originally Posted by Phatha View Post
Right now Puncture is largely a useless talent with the 1/2/3 rage reduction on Devastate, which is by far one of our weakest threat abilities. Wouldn't it be preferable to change the -1/2/3 rage to something like +10/20/30% to Devastate dmg, to bring it back in line with the buff in beta? I'd consider picking it up just for that and any other buffs like armor pen to Puncture would be gravy. Same goes for Imp Heroic Strike. This would also be a way to bring OT dps/threat gen up a bit.

I really think that improving Devastate through Puncture would be a great approach here. I am not sure about Improved Heroic Strike, however. Warrior threat while main-tanking is certainly not an issue at the moment and significant use of Heroic Strike really only comes into play during those times. You won't find a smart warrior using Heroic Strike while Off-tanking as you will have higher threat per rage through the use of other abilities unless it is a situation where you are also taking raid damage and seeing a steady stream of incoming rage.

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Old 02/18/09, 4:37 PM   #167
Phatha
Von Kaiser
 
Night Elf Priest
 
Stormscale
Yeah sorry, meant that to read like a Puncture change would benefit OT threat/dps. A change to Imp Heroic Strike would be negligible increase in OT threat/dps if we're not getting hit. I'll change it.

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Old 02/18/09, 4:45 PM   #168
Fellwraith
It'll take a lot more than rage and muscle...
 
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Mulack
Orc Warrior
 
No WoW Account
Originally Posted by Ikswosil View Post
How much of a TPS boost did you find you got by using the Grim Toll and are you sure that is not mostly due to getting closer to or reaching the hit cap rather than the armor penetration? I would love to try it myself but have not been able to get my hands on one.
It's a noticeable increase when it procs, but it's kind of hard to put an exact number on it. It's just shy of a 15% increase in damage when it procs (boss mob armor mitigation goes from 32% to 22%), and it's usually either up or on its ICD. The reduced armor affects your bonus heroic strike damage, your damage shield, your heroic throw (which has a damage to threat modifier), your thunderclap threat, etc. At best deep wounds is maybe 10% of our damage? So it's a 15% increase to at least 90% of our damage for 10 seconds. The problem is that I usually stack cooldowns on a proc to increase my threat and that causes my threat from those cooldowns to increase multiplicatively. If you can fully utilize the hit from it, I'd say it's the best threat trinket in the game for us by a pretty healthy margin.

The problem with making puncture improve devastate damage is that we don't really have the talent points to spend on it. Those points would have to come out of something else like imp spell reflect, imp revenge, armored to the teeth or cruelty. Most of us probably wouldn't give up deep wounds for it. If Blizzard thinks increasing our devastate damage is important to make the class function, it should just be part of the base talent rather than a 4 talent point investment.

Last edited by Fellwraith : 02/18/09 at 4:50 PM.

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Old 02/18/09, 5:56 PM   #169
jozga
Von Kaiser
 
Orc Warrior
 
Runetotem (EU)
The problem with making puncture improve devastate damage is that we don't really have the talent points to spend on it.
This is a very good point. You'd have to make deep wounds less of a benefit so that people could justify not taking it, currently it seems impossible to justify giving up 10% more damage. It also doesn't seem sensible that the trade off would be from other talents that increase your damage instead of being a trade off against talents that improve your survivability. Choosing a spec should be a case of either taking defensive talents or offensive talents, not just taking the offensive talents that are discovered to be the most effective (as it is currently).

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Old 02/18/09, 6:10 PM   #170
Ikswosil
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Worgen Druid
 
Ysera
Originally Posted by Fellwraith View Post
It's a noticeable increase when it procs, but it's kind of hard to put an exact number on it. It's just shy of a 15% increase in damage when it procs (boss mob armor mitigation goes from 32% to 22%), and it's usually either up or on its ICD. The reduced armor affects your bonus heroic strike damage, your damage shield, your heroic throw (which has a damage to threat modifier), your thunderclap threat, etc. At best deep wounds is maybe 10% of our damage? So it's a 15% increase to at least 90% of our damage for 10 seconds. The problem is that I usually stack cooldowns on a proc to increase my threat and that causes my threat from those cooldowns to increase multiplicatively. If you can fully utilize the hit from it, I'd say it's the best threat trinket in the game for us by a pretty healthy margin.
That is good to hear... now I just need to convince our DPS classes this is a tank trinket too

Also, in re: to this armor penetration idea, there was a blue post regarding this (Link) that shows they are already looking at increasing Armor Penetration usefullness so these could tie together nicely.

Originally Posted by Fellwraith View Post
The problem with making puncture improve devastate damage is that we don't really have the talent points to spend on it. Those points would have to come out of something else like imp spell reflect, imp revenge, armored to the teeth or cruelty. Most of us probably wouldn't give up deep wounds for it. If Blizzard thinks increasing our devastate damage is important to make the class function, it should just be part of the base talent rather than a 4 talent point investment.
So let's say we live in a perfect world and Blizzard changes Improved Spell Reflect for on-use magic damage reduction in addition to the spell reflection itself. Additionally, let's say that Blizzard addresses some of these remarks regarding Devastate through an alteration of the Puncture talent. Then the question becomes, where do these talent points come from? Clearly, these talents are not in a usual PVE prot spec except maybe for Maly 5 minute where you may take the spell reflection. So this is five points we would need to come up with which is no easy task.

One thing to look at in regards to deep wounds is this. Obviously, DW is great in AoE tanking situations that typify the current content. Now, on a single target boss encounter lasting roughly three minutes, it will account for approximately 10% of our damage. If the proposed Devastate change were to happen, the determining factor is whether or not the three points spent there instead of DW provide more utility (DPS/TPS) in single target tanking. Additionally, the other question then is, what style of tanking will we be seeing in Ulduar? Will it be an AoE-fest like Naxxramas or will it require more single-target tanking as suggested in a blue post a couple weeks back? If a new Puncture showed to outshine DW on a single-target boss encounter, perhaps a tank would then spec accordingly depending on his role in the raid or even use his dual-spec to have a trash/AoE spec and a single-target/boss spec. Unfortunately, I think you are right that it will be hard to address the issues through these talents simply due to there not being enough talent points to go around to get both. If we are assuming we are taking AttT and a new version of Improved Spell Reflect, then we would have to choose between Puncture and DW while leaving 0/5 for Cruelty.... Nevertheless, I think a change to Improved Spell Reflect and Puncture would allow us more specialization and customization in our spec rather than the somewhat cookie-cutter spec we are currently seeing.

Originally Posted by jozga View Post
This is a very good point. You'd have to make deep wounds less of a benefit so that people could justify not taking it, currently it seems impossible to justify giving up 10% more damage. It also doesn't seem sensible that the trade off would be from other talents that increase your damage instead of being a trade off against talents that improve your survivability. Choosing a spec should be a case of either taking defensive talents or offensive talents, not just taking the offensive talents that are discovered to be the most effective (as it is currently).
I agree but I don't think this is a case of making DW less of a benefit but instead making a warrior have to decide between DW or another talent depending on the situation he is facing. In the current content, clearly it doesn't matter since everything is so "approachable." However, in some of the hard mode Ulduar fights I expect that these small nuances in specs etc. will make a much more noticeable difference. Given the current talents, there isn't much of a need or even any use in changing a spec but if these proposed changes were to occur it would enable us to spec more strategically.

Last edited by Ikswosil : 02/18/09 at 6:16 PM.

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Old 02/18/09, 11:12 PM   #171
Rustyboy
Von Kaiser
 
Orc Hunter
 
Frostmourne
[Grim Toll]

Grim Toll is extremely good for tanks, its just a shame that the effect is for only 10 secs so using it at the correct time is very important. At end game raiding most DPS will be looking at other trinkets, so you may only have to wait a bit to get it.

[Mark of Norgannon]

Mark of Norgannon is nice for expertise and the haste would be really useful on any high rage encounters like patchwerk and sapphiron where HS spam is being used. For DPS Expertise is really easy to cap and most won't want to give up their current trinkets for a haste on use ability.

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Old 02/18/09, 11:48 PM   #172
Xav
Bald Bull
 
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Human Warrior
 
Sen'jin
Originally Posted by Fellwraith View Post
We can sustain close to 6k threat per second (without vigilance) fairly easily, and it spikes quite a bit higher with cooldowns and crits.
Noone is sustaining 6k tps without substantial TPS gear equipped and a full rage bar. Check any of your parses at Wowmeter, or download Sustainedtps SustainedTps - Addons - Curse

Every time you end combat, it prints your sustained tps in the chat frame. Very simple, very accurate, very useful. It simply takes your threat value from the ingame meter and divides it by combat time.

Remember, we do roughly double our DPS as TPS - so saying you can easily sustain 6k tps means you push out numbers close to 3k easily while tanking, which if it's 1 mob, isn't all that common. Sure, I had a parse from naxx one week where I did that or higher on every boss, but that is with extremely short fight durations and enabling some form of AoE by the tank on some fights.

I also think the method to increase our threat/reliance on deep wounds is to nerf heroic strike in some way (or modify it), and buff every other ability.

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Old 02/19/09, 12:38 AM   #173
jozga
Von Kaiser
 
Orc Warrior
 
Runetotem (EU)
However, in some of the hard mode Ulduar fights I expect that these small nuances in specs etc. will make a much more noticeable difference. Given the current talents, there isn't much of a need or even any use in changing a spec but if these proposed changes were to occur it would enable us to spec more strategically.
Well currently the trade off between survivability and threat is limited to deep wounds/AttT/Cruelty versus what? Points in disciplines or spell reflect? I think a lot of defensive talents need to be buffed before anyone would consider that, even for hardmode Ulduar fights. It's not inconcievable that you might spec into spell reflect for a specific encounter (though you probably still wouldn't drop DW for it) but it is unlikely that Disciplines would ever be a contender.

Increasing the threat of Devastate through puncture would probably force most to drop cruelty and maybe a point of shield spec, trading a threat talent for a better threat talent. This would make a decent threat template but then you'd really need to buff defensive talents before anyone would consider switching from the threat build - you'd need to make spell reflect better than merely suited to some fights, and making disciplines a worthwhile option would really help too (I think it should shorten duration/effect but drastically reduce the cooldown - a bit like the last stand glyph). I may be wrong but I don't know of any uses for Disarm or Safeguard either.

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Old 02/19/09, 2:37 AM   #174
Ikswosil
Von Kaiser
 
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Worgen Druid
 
Ysera
Originally Posted by jozga View Post
Well currently the trade off between survivability and threat is limited to deep wounds/AttT/Cruelty versus what? Points in disciplines or spell reflect? I think a lot of defensive talents need to be buffed before anyone would consider that, even for hardmode Ulduar fights. It's not inconcievable that you might spec into spell reflect for a specific encounter (though you probably still wouldn't drop DW for it) but it is unlikely that Disciplines would ever be a contender.

Increasing the threat of Devastate through puncture would probably force most to drop cruelty and maybe a point of shield spec, trading a threat talent for a better threat talent. This would make a decent threat template but then you'd really need to buff defensive talents before anyone would consider switching from the threat build - you'd need to make spell reflect better than merely suited to some fights, and making disciplines a worthwhile option would really help too (I think it should shorten duration/effect but drastically reduce the cooldown - a bit like the last stand glyph). I may be wrong but I don't know of any uses for Disarm or Safeguard either.

Currently there is really no trade-off between anything as far as our spec goes. There is a basic 15/5/51 spec and not much of a reason to ever deviate from it except, as stated, for Malygos to get a little extra damage output in phase two if you are close on the timed achievement.

My post is in response to Fellwraith's reply where he mentioned the strain these proposed changes would create spec-wise due to limited talent points. I was looking at the spec implications of Improved Spell Reflect being given a reduced magic damage effect and Puncture giving a buff to Devastate. Thus, a situation would be created where a tank may need to examine the encounter he or she is facing in determining how he or she can get the most out of his or her talents.

We are starting to go off on a bit of a tangent but the main thesis here is that we are looking for ways to reduce magic damage taken and increase OT TPS. These two things could be accomplished via Puncture and Improved Spell Reflect but may require sacrificing something like DW that we have become rather accustomed to. Or, perhaps like Xav said, modify Heroic Strike and buff all of our other defensive abilities to improve our threat across the board.

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Old 02/19/09, 9:27 AM   #175
Tamral
Von Kaiser
 
Night Elf Warrior
 
Arthas
Originally Posted by Xav View Post
Noone is sustaining 6k tps without substantial TPS gear equipped and a full rage bar. Check any of your parses at Wowmeter, or download Sustainedtps SustainedTps - Addons - Curse

Every time you end combat, it prints your sustained tps in the chat frame. Very simple, very accurate, very useful. It simply takes your threat value from the ingame meter and divides it by combat time.

Remember, we do roughly double our DPS as TPS - so saying you can easily sustain 6k tps means you push out numbers close to 3k easily while tanking, which if it's 1 mob, isn't all that common. Sure, I had a parse from naxx one week where I did that or higher on every boss, but that is with extremely short fight durations and enabling some form of AoE by the tank on some fights.

I also think the method to increase our threat/reliance on deep wounds is to nerf heroic strike in some way (or modify it), and buff every other ability.

6k TPS is far from impossible to sustain. 2 1/2 minute patchwerk this week, and I was at 2700 DPS wearing 0 DPS gear other than the mark of norgannon. As burst, it is not difficult to sustain 7k + on something like Tenebron over 20-30 seconds.

260 hit rating and 37 expertise certainly helps, it takes all the misses/dodges and most of the parries off the table.

If you consider over the course of say, 40 seconds, I'm getting off about 30 heroic strikes (1.6 speed weapon + windfury totem), 2 shockwaves, 1 conc blow, 9 shield slams (1 per 6 + procs), 7 revenges and 8 devastates. SS, Rev, and HS have over 30% crit in raid, with 10 seconds (2-3 shield slams) getting the benefit of double my block value.

add that up and it's pretty easy to see even with no burst threat abilities used:

21 HS hits for an average of 940 damage a pop, 9 crits for an average of 1880.
6 Shield Slam hits for an average of 2400, 3 crits for an average of 4800.
7 devastates for an average of 700, 1 crit for around 1400.
8 revenges for an average of 2150.
1 conc blow for around 2400
2 shockwaves for around 2800 each.
20-25 procs of damage shield for around 300 a pop.


That's around 2500 DPS without a sweat and no other cooldowns used in a rage saturated event. Throw in the heroism, 2 uses of mark of norgannon, and the 2700 I put out was hardly ideal, and I could have easily done better. But at 2500 DPS, that's an easy easy 6k TPS sustained without a sweat.

Most of those results with 3.7k DPS tanks, they aren't any different on rotation, they are simply tigher on their rotation, and they have some DPS gear on. If you simply hit harder and do 1200 more DPS, thats ballpark 1800 more TPS than the guy at 2500 who uses the same abilities but doesnt hit as hard.

And TPS is far from double our DPS. It's 1.5 times our DPS plus the static adders from abilities, and those static additions add up fast.

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Old 02/19/09, 9:40 AM   #176
Borodin
Piston Honda
 
Dwarf Warrior
 
Argent Dawn (EU)
Tamral, where are you getting your "TPS = 1.5x our DPS...." figure from?

With Defensive Stance converting each point of damage into 2.07 threat then double our DPS + Static values would indeed be more accurate.

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Old 02/19/09, 9:58 AM   #177
Ikswosil
Von Kaiser
 
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Worgen Druid
 
Ysera
Originally Posted by Tamral View Post
6k TPS is far from impossible to sustain. 2 1/2 minute patchwerk this week, and I was at 2700 DPS wearing 0 DPS gear other than the mark of norgannon. As burst, it is not difficult to sustain 7k + on something like Tenebron over 20-30 seconds.
I am in agreement with you that it is not difficult to get around 6k TPS even without a full threat suit on something like Patchwerk or Drakes. It should be noted, however, that Xav mentioned nobody is sustaining this TPS without a full rage bar. Certainly, without the nearly infinite rage we will not sustain 6k TPS and I think that may be what Xav is getting at. Still, I am not sure a fight exists at the moment where we do not manage to keep a nearly full rage bar except for Malygos at times when we go on an avoidance string and he hasnt breathed on us for a couple of seconds. Assuming we aren't wearing a max avoidance set for easy bosses, we should be getting hit enough to have steady rage generation and allow for max TPS cycles which are typically in the 6k TPS range on bosses. Either way, it isn't much of an issue as none of us are having single target TPS issues.


Originally Posted by Xav View Post
I also think the method to increase our threat/reliance on deep wounds is to nerf heroic strike in some way (or modify it), and buff every other ability.
I think I read this wrong too. Xav, are you saying you would like to see more of a reliance on DW?

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Old 02/19/09, 10:51 AM   #178
Shha
King Hippo
 
Night Elf Warrior
 
Scilla
Tamral , Xav stated "without a full rage bar and TPS gear". Sorry but 260 hit rating and 37 expertise IS TPS oriented gear, and it severly nerfs your survivability. With pretty laughable physical damage on tanks in current content its obviously not a problem, but over 500 itemization points in hit/expertise (equal to ~9k hp, or 15% more damage taken in case of investing it in avoidance) is not common in my opinion (even though obviously, I'm not advertising going without expertise or hit at all).

I'm not trying to say your gear is bad - its definitely proper for current content - but should the fights get actually challenging, I doubt we will be able to easily keep such high expertise/hit.

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Old 02/19/09, 12:30 PM   #179
Tamral
Von Kaiser
 
Night Elf Warrior
 
Arthas
Originally Posted by Shha View Post
Tamral , Xav stated "without a full rage bar and TPS gear". Sorry but 260 hit rating and 37 expertise IS TPS oriented gear, and it severly nerfs your survivability. With pretty laughable physical damage on tanks in current content its obviously not a problem, but over 500 itemization points in hit/expertise (equal to ~9k hp, or 15% more damage taken in case of investing it in avoidance) is not common in my opinion (even though obviously, I'm not advertising going without expertise or hit at all).

I'm not trying to say your gear is bad - its definitely proper for current content - but should the fights get actually challenging, I doubt we will be able to easily keep such high expertise/hit.
well, to an extent, I agree, the gearing is definitely moreso for this level of content, which is not challenging, nor threatening in any way shape or form, nor does any boss hit hard enough to actually be a legitimate threat to that kind of stat stacking.

The gearset doesnt exist to squeeze out more than 2-3k more base HP, and while the avoidance is nice, doing so at the expense of losing threat on mobs is not the answer. To me, if a tank is going for EH/straight avoidance, with THIS current level of content, their problems are best described as PEBKAC.

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Old 02/19/09, 2:35 PM   #180
Xav
Bald Bull
 
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Human Warrior
 
Sen'jin
Tamral, it's a bit insulting to reply in the way you did given how thorough we've been with understanding viewpoints in the rest of this thread. You completely took my remark of saying "you don't sustain 6k tps" and retorted with anecdotal references to burst threat situations. Patchwerk is a true infinite rage scenario - not much else is actually like that right now. "20-30 seconds" isn't sustained, either. Sustained meaning over several minutes, I'd say 3, minimum.

That's why I mentioned those short fights but didn't use it as proof. I've got extremely high numbers too, but they're very short fights, using threat gear. Fellwraith was implying a tank can mash their keys vs any mob in any gear and pull 6k tps, as he claimed it was possible without even using Vigilance.

This is NOT the case. I highly suggest you download that simple sustainedtps mod I linked and run it for a few raids. You'll realize 6k tps sustained isn't something you throw out effortlessly - it takes a lot of rage, specialized gear, and vigilance. And yes, you can pull much higher. But the key word is, "easy".

Originally Posted by Ikswosil View Post
I think I read this wrong too. Xav, are you saying you would like to see more of a reliance on DW?
Yeah sorry, I worded that wrong. I meant to say to take some of the reliance away from deep wounds.

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