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WotLK Warriors and You: A Guide!Follow

#27 Aug 22 2008 at 4:43 PM Rating: Good
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the new trees have me excited. i dont think the bloat is something theyll be removing; GC has stated that bloat isnt necessarily a bad thing, as it forces you to choose which talents to pick up. in essence, its a guard against the whole "feral druid" issue that dominated most of BC. that is to say, One Build to Rule Them All, effective as a tank, a pve dps, and strong in pvp (if not top tier, but close nonetheless).

now we have a reason to use rend on targets in both pvp and pve, and dont need to spec into enrage in fury (unless we want to more or less guarantee its up full time, which is possible).

i can see a build like this 54/14/3 being quite strong in arena pvp, with appropriate point swapping based on composition (i.e. add blood frenzy if heavy physical dps). even fury can get in on it, altho i dont think id do the expected fury build if i went fury pvp. id like to try more of a support/survival fury build, going with a fast 1h sword/mace/axe + shield so i can shield slam for the extra dispel and keep furious attacks up on two or three people at a time with white damage. itll take a lot of target switching, but in the span of a single piercing howl, you can keep people snared long enough to get one stack of FA on two or three targets, with enough rage to refresh howl at the end of it and double that stack on one or two of those targets (assuming said targets are scattering, which they should be).

now, you could probably do a TG dps pvp build too, but for me, having a fast OH would be necessary to keep that FA debuff on, as well as running into the problem of having to stack a lot more +hit. still, it could work pretty well with the right support or a rogue and/or hunter adding their MS debuff effect on as well.

id call my mood cautiously, optimistically excited. things look much better than they did before, and there looks be to a lot more play variety in the fury tree, which is always a good thing. arms still seems to be rather MS-centric, which is a nice way of saying the arms playstyle is stagnant (imo) but what they did with this push has shown they are willing and able to change that. heres hoping arms changes even more (for the better).
#28 Aug 23 2008 at 12:09 AM Rating: Good
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RPZip wrote:
My current planned raiding build is 20/51/0, yeah. They need to change Unending Rage though, at the moment it's pretty bad.


Hmm Zip, I don't see (or recall) an Undending Rage ... there's "Unending Fury" and "Intensify Rage" ....

Intensify rage looks pretty neat ... makes Deathwish on a 2 min cd, and Recklessness (the now gimped version) on a 3:20 cd. Not too shabby, I think ...

Unending Fury looks a bit "Meh" though.
#29 Aug 23 2008 at 4:43 PM Rating: Decent
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Enrage took a blow. It just became the new "Don't waste your talent points here" talent. Joined the category of Booming Voice and Blood Craze.
#30 Aug 23 2008 at 9:16 PM Rating: Good
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enrage is still good. its still 15% more damage when crit, its just not necessary for deep arms now, as deep arms has a "i crit" enrage, instead of the "i get crit" enrage.

as for the damage decrease, i cant say why they did that. 15% more damage is still more damage, but it sucks still that they nerfed it.
#31 Aug 23 2008 at 10:31 PM Rating: Good
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xorq wrote:
Enrage took a blow. It just became the new "Don't waste your talent points here" talent. Joined the category of Booming Voice and Blood Craze.


Not sure why you say that ... it's still 15% more damage, and it's another enrage effect to consume with Enraged Assault. Still pretty good - although it's not (never has been) a raiding talent, now it's not required for a raiding build - whereas before it was.

#32 Aug 24 2008 at 1:49 AM Rating: Good
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i like booming voice and blood craze. BC is getting buffed to 6% for the same point investment in LK, and booming voice is more range on demo shout, which is always nice for those gut moments when you just *know* a rogue is near (mostly arena).
#33 Aug 24 2008 at 9:57 AM Rating: Decent
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They reduced the damage bonus from 25% to 15%, that's almost halving it, but it still costs the same amount of talent points.

They made it no longer required for Flurry (that part is good).

It's like they are basicly telling everyone "we don't want you to get this anymore".

While it wasn't much of talent for raiding it was useful for PvP and grinding. As if leveling a warrior wasn't slow enough already. It was also a bonus for the odd occasion in which a fury warrior ends up having to tank.
#34 Aug 24 2008 at 11:06 PM Rating: Good
More or less in order;

Yes, I meant Unending Fury. Right now it's just bleh.

Enrage will still be picked up for grinding and PvP, now you don't need to waste points in a pure PvE build. Hard to find a real problem with this.
#35 Aug 24 2008 at 11:48 PM Rating: Good
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xorq wrote:
They reduced the damage bonus from 25% to 15%, that's almost halving it, but it still costs the same amount of talent points.

They made it no longer required for Flurry (that part is good).

It's like they are basicly telling everyone "we don't want you to get this anymore".

While it wasn't much of talent for raiding it was useful for PvP and grinding. As if leveling a warrior wasn't slow enough already. It was also a bonus for the odd occasion in which a fury warrior ends up having to tank.


I'm looking at this from a big picture point of view - I don't raid - I'm a solo player mostly, all my specs and gear are generally geared towards depending on taking hits (I don't wear leather, and I don't skimp on Stamina), which helps generate rage, proc enrage and lets me lay down big time hurt.

So, while enrage has been nerfed, and specifically hurts my play style, there's no way I'm giving up 15% extra damage when I'm crit (which will happen a decent amount of time, as my gear doesn't normally have any crit reduction stats on it). And again, I'm sure attacking with both 2 handed weapons instantly when I'm enraged will more than offset the 10% damage reduction received with the nerf.

That brings up an interesting point - if I use unrelenting assault when Enraged or have Deathwish popped, would the attack, while consuming that effect, benefit from the bonus damage of that enrage effect. I know it can't be answered now, but it might be worth keeping in mind when you guys in the beta get a chance to test it.
#36 Aug 25 2008 at 3:07 AM Rating: Excellent
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pretty much what rob said. with the exception of triggered abilities (i.e. death wish, avenging wrath, AP) talented damage bonuses seem to be staying around the 10-15% mark in LK, and those bonuses that arent yet at the 10-15% mark are actively being changed to match it. enrage was the one last outlier, providing 10% more damage at a conditional cost (one that gave it much pvp power, and almost no pve power).

on top of that, theres parity within the class to be considered. if wrecking crew was left at 15% and enrage at 25%, youd have a number of pvp arms wars wondering why they should bother with this new talent when enrage does about the same thing only better (in a pvp setting). that would create less incentive to go past the 9th tier in arms, and pretty much relegate arms to stagnation in terms of playstyle advancement; itd be the same damn thing we had in vanilla and BC all over again.

and thats boring.

look on the bright side; by lowering enrage damage, theyve given themselves a bit more leeway to bring improvement in other ways. the new enraged assault skill looks to be quite fun, and fury has a number of ways to proc it (shorter zerker rage cooldown, supposedly rampage might affect it too, as does death wish and recklessness and normal enrage), in addition to all the other goodies it has. arms on the other hand now has a reliable way to self proc it via wrecking crew, and two highly synergistic talents to help WC keep proccing (imp overpower and taste for blood).

all in all, from what ive seen of the trees and read on the beta forums, the warrior trees are mostly "done", just in need of fine tuning now. bladestorm and heroic leap need to be useable, and prot needs a bit of polish on it (arms needing more polish overall, with fury in the middle). but aside from that, the talents are pretty solid. not done per se, but well on their way.

what id really like to see change are some core mechanics, namely the stances and the outdated "taxes" they impose on us, and our traditional vulnerability to CC and weakness as a solo class. we're designed from the ground up to be a group-reliant class, and i could accept that until i saw the design philosophy behind a lot of other changes in LK. but now it just doesnt make sense to leave warriors so reliant on others for success. some of the changes in fury go some distance towards addressing this, but arms and prot could use some loving in that regard.

altho, to be honest, id be happy if they just got rid of the stance penalties and gave battle stance its own unique buff (suggestions ive heard that struck my fancy were a passive +% to hit, or a lowering of the GCD to 1.0s, or an inherent increased chance for attacks to miss you). pummel in battle stance would be nice too, or at least some spell interrupt solution that doesnt require a warrior to limit the use of key skills based on outdated rage reduction concepts and old-guard balancing mentalities.
#37 Aug 25 2008 at 5:32 AM Rating: Decent
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How come dual-wielding two-handers isn't as good as one might think?

I realize that the swing time is slower than one-handed weapons (mostly), but isn't that just good?

Edited, Aug 25th 2008 3:28pm by Mazra
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#38 Aug 25 2008 at 6:05 AM Rating: Good
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Mazra wrote:
How come dual-wielding two-handers isn't as good as one might think?

I realize that the swing time is slower than one-handed weapons (mostly), but isn't that just good?

Edited, Aug 25th 2008 3:28pm by Mazra


I'm guessing you read the first post in this thread, decided to ignore the other 35, and make your (non-unique) comment right from the hip.

Please read the entire thread, there are questions and answers related to your post, done in great detail, explaining everything. You'll even notice that halfway through the thread, the talents changed, making Titan's Grip a HECK of a lot more attractive than it was.
#39 Aug 25 2008 at 7:14 AM Rating: Decent
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Quor wrote:
the new trees have me excited. i dont think the bloat is something theyll be removing; GC has stated that bloat isnt necessarily a bad thing, as it forces you to choose which talents to pick up. in essence, its a guard against the whole "feral druid" issue that dominated most of BC. that is to say, One Build to Rule Them All, effective as a tank, a pve dps, and strong in pvp (if not top tier, but close nonetheless).

now we have a reason to use rend on targets in both pvp and pve, and dont need to spec into enrage in fury (unless we want to more or less guarantee its up full time, which is possible).

i can see a build like this 54/14/3 being quite strong in arena pvp, with appropriate point swapping based on composition (i.e. add blood frenzy if heavy physical dps). even fury can get in on it, altho i dont think id do the expected fury build if i went fury pvp. id like to try more of a support/survival fury build, going with a fast 1h sword/mace/axe + shield so i can shield slam for the extra dispel and keep furious attacks up on two or three people at a time with white damage. itll take a lot of target switching, but in the span of a single piercing howl, you can keep people snared long enough to get one stack of FA on two or three targets, with enough rage to refresh howl at the end of it and double that stack on one or two of those targets (assuming said targets are scattering, which they should be).

now, you could probably do a TG dps pvp build too, but for me, having a fast OH would be necessary to keep that FA debuff on, as well as running into the problem of having to stack a lot more +hit. still, it could work pretty well with the right support or a rogue and/or hunter adding their MS debuff effect on as well.

id call my mood cautiously, optimistically excited. things look much better than they did before, and there looks be to a lot more play variety in the fury tree, which is always a good thing. arms still seems to be rather MS-centric, which is a nice way of saying the arms playstyle is stagnant (imo) but what they did with this push has shown they are willing and able to change that. heres hoping arms changes even more (for the better).


A MS debuff in the fury tree (from any melee hit) with TG being viable now just screams Arena build to me. Not to be over zealous but imagine charging into the heart of the opposing team and unleashing WW with two high end two-handers. If your lucky and none are dodge/parried you just stuck a full MS debuff on 4 people in less than 2 seconds with some pretty good AoE burst dmg.

Given you'll be short some of the more important arms talents like second wind and imp intercept. I think this will give rise to some more variety in arena instead of the classic 33/28 and 33/25/3 being the only two really viable builds.
#40 Aug 25 2008 at 8:17 AM Rating: Good
Quote:

A MS debuff in the fury tree (from any melee hit) with TG being viable now just screams Arena build to me. Not to be over zealous but imagine charging into the heart of the opposing team and unleashing WW with two high end two-handers. If your lucky and none are dodge/parried you just stuck a full MS debuff on 4 people in less than 2 seconds with some pretty good AoE burst dmg.


It only procs on Autoattacks.

It's cool, but it has very little synergy with TG due to the slow swing speed and miss rate. It's also ridiculously easy to force it off if you're not an idiot and have any CC, kind of like... everyone does, and it can take a bit to stack back up.
#41 Aug 25 2008 at 8:36 AM Rating: Decent
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RPZip wrote:
Quote:

A MS debuff in the fury tree (from any melee hit) with TG being viable now just screams Arena build to me. Not to be over zealous but imagine charging into the heart of the opposing team and unleashing WW with two high end two-handers. If your lucky and none are dodge/parried you just stuck a full MS debuff on 4 people in less than 2 seconds with some pretty good AoE burst dmg.


It only procs on Autoattacks.

It's cool, but it has very little synergy with TG due to the slow swing speed and miss rate. It's also ridiculously easy to force it off if you're not an idiot and have any CC, kind of like... everyone does, and it can take a bit to stack back up.


Ah, should of paid more attention to the wording on the talent. Wonder if it applies to SS. Given one handers instead I really don't see it being any harder to keep up than MS. Seeing as how MS has a 6 second cooldown and this would be refreshed anytime you connected with a white swing.
#42 Aug 25 2008 at 12:14 PM Rating: Good
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Quote:
Ah, should of paid more attention to the wording on the talent. Wonder if it applies to SS. Given one handers instead I really don't see it being any harder to keep up than MS. Seeing as how MS has a 6 second cooldown and this would be refreshed anytime you connected with a white swing.


my personal plan is to try using furious attacks in conjunction with a shield and a fast 1h sword, axe or mace. the idea behind this being that ill be hit capped (no missing) and using a fast weapon (keep FA up easier) while also retaining the use of bloodthirst (for damage/healing) and spell reflect/shield slam (for defense and dispel). bloodthirst damage is weapon independent, so using a 1.4s sword wont be a big problem. pvp gear typically has loads of str on it, and gemming for str/crit would enhance rampage uptime and BT damage even more. with flurry up, youre thinking about a 1.1ish attack speed, meaning you could probably keep a full 50% healing debuff on two people at a time if youre quick and careful.

something similar to a build like this:

http://talent.mmo-champion.com/?warrior=05203001200000000000000000000002333013000000000000000000005050131005312253122011000

in essence, youre a high survivability debuffer that can shoot spells back at your enemies while also dispelling critical buffs every 6s and retaining good (if not optimal) mobility.
#43 Aug 25 2008 at 2:32 PM Rating: Decent
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robertlofthouse wrote:
I'm guessing you read the first post in this thread, decided to ignore the other 35, and make your (non-unique) comment right from the hip.


No, I read a couple of the following, skimming the rest down to the last one. Being a pretty regular poster, I have this switch in my head right behind my eyes that moves from on to off when I see a wall of text. It's a purely autonomous reaction which is to shield my brain from overheating.

robertlofthouse wrote:
Please read the entire thread, there are questions and answers related to your post, done in great detail, explaining everything. You'll even notice that halfway through the thread, the talents changed, making Titan's Grip a HECK of a lot more attractive than it was.


I went back and read through the thread again and I do apologize for missing that specific wall of text wherein the math is mentioned. I thought the thread was newer and had no idea they'd changed Titan's Grip a couple of days ago. Immediately before writing the above post, I spent a good half hour drooling all over my keyboard while watching beta testers play around with Titan's Grip, so I couldn't make the connection when I came here and read RP's first post.

Anyway, there was a penalty on it and you couldn't use all types of weapons, or so I gathered from reading a bit of the text in that megaquote of yours a bit up.

You could've just told me. Smiley: rolleyes
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#44 Aug 25 2008 at 2:49 PM Rating: Good
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Mazra wrote:

You could've just told me. Smiley: rolleyes


I would not have reworded my response (or anyone else's), I would have quoted mine and anyone else's responses directtly). When people to that to me, I feel like they're telling me to stop being lazy and read the thread. I didn't say that at all ;-)

yeah, that last comment was tongue-in-cheek
#45 Aug 26 2008 at 11:05 AM Rating: Good
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RPZip wrote:
It's a cool but completely broken talent right now. The proper solution is to remove the attack speed penalty and just make the 2Hers do about 80% base damage, keeping the AP coefficient the same. As of now it's completely worthless.



robertlofthouse wrote:
That's just the problem, leaving out AP derived DPS from your calculation is a little bit of a mistake ;-)... AP derived DPS take a massive hit when you fiddle with attack speed. A much earlier post on this forum suggested a number of around 450 AP ... once you have more AP than that - you start doing less white damage Dual Wielding 2 handers.

...


Now, if they changed the whole thing to be a 20% damage penalty instead of a 20% speed penalty ... game on, imho.


Okay, just to make sure I understand (I think I get the math we're talking about here, its just muddy and takes me a min to put all the pieces together)...

Before recent changes on the beta servers, the attack speed penalty of TG reduced the damage from AP to a degree that decompensated too strongly for the increased stats and high weapon damage (not to mention spikey rage generation).

Now that theyve removed the attack speed penalty all together, and have done so without introducing anything (that I can see) that would otherwise reduce overall damage (weapon damage or damage from AP), the talent has been redemed beyond what RP and Robert suggested. And now, other than issues surrounding rage generation, is well worth the investment in the Fury Tree.

Am I understanding correctly?


What I wonder now is whether or not it outperforms Impale/Deep wounds once the new trees are available on live realms... obviously at 80 both will be available. At 70, its going to be one or the other.

Edited, Aug 26th 2008 3:04pm by soobooboo
#46 Aug 26 2008 at 12:15 PM Rating: Excellent
Quote:


Okay, just to make sure I understand (I think I get the math we're talking about here, its just muddy and takes me a min to put all the pieces together)...

Before recent changes on the beta servers, the attack speed penalty of TG reduced the damage from AP to a degree that decompensated too strongly for the increased stats and high weapon damage (not to mention spikey rage generation).

Now that theyve removed the attack speed penalty all together, and have done so without introducing anything (that I can see) that would otherwise reduce overall damage (weapon damage or damage from AP), the talent has been redemed beyond what RP and Robert suggested. And now, other than issues surrounding rage generation, is well worth the investment in the Fury Tree.

Am I understanding correctly?



Yes.

Quote:

What I wonder now is whether or not it outperforms Impale/Deep wounds once the new trees are available on live realms... obviously at 80 both will be available. At 70, its going to be one or the other.


I think so, especially if Unending Fury gets a buff. With that said, though, the new Deep Wounds is a huge amount of damage; with a 2Her and no Mangle (or Trauma) it does about 100 DPS without raid buffs. With a much higher raid AP it'd be even stronger.
#47 Aug 27 2008 at 3:31 AM Rating: Excellent
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Something I've been thinking about, specifically in response to those (including myself, tbh) who thought that the new recklessness is terrible. Talented, you can reduce the cooldown to 3:20. So that means every 3:20, you get to guarentee that your next 3 Mortal Strikes, bloodthirsts or Whirlwinds crit. Still crappy, you say?

Ok then, compare it to the Assass Rogue's Cold Blood, every 3 mins - he gets to guarentee a crit ... only one crit. And lotsa rogues get really excited about cold blood.

So, with a change of heart, I'm calling this a good change ... It has a slightly different focus - more so on shorter eno@#%^ers (such as what you'd have solo'ing or PvPing) as opposed to raid encounters.

Edited, Aug 27th 2008 1:32pm by robertlofthouse
#48 Sep 15 2008 at 3:47 PM Rating: Good
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So, with the -15% chance to hit thing, it (TG) seems to be worthless again (other than for novelty )?
#49 Sep 23 2008 at 9:54 AM Rating: Decent
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As for this;

Quote:
A bit disappointed regarding reports of the "Cone" of shockwave - seems a bit like the cone problem with Dragon's Breath - making it a very situational 41 pt talent for a mage nowadays ... let's hope they fix it.


We're melee. We're tanks. We can easily pull things where we want them and line them up. Unlike a mage with no control in a PvE situation where any mob ends up other than telling the tank to line them up.

I've found Shockwave to be very useful. Not only does it stun multiple mobs, it does damage too. Not a terrible amount, but considering that concussive blow deals damage now too, tanks can lock down a few mobs fairly easily. Especially casters.


On a side note, on the PTR we can talent up to 10% passive spell avoidance. And also imp spell reflect allows you to reflect spells from party members now.


http://wotlk.wowhead.com/?talent=L
#50 Oct 06 2008 at 6:54 AM Rating: Decent
Ok Zip... i've read this entire thread.... (god save me) and have concluded that it will be best to keep 1handers? I have Trollbane the 2h from ZA and was planning on gettin tht 150 badge axe from the vendor... will i be better served keeping both my Fists of VAshir for Wrath? from what i can see your very well informed and i like reading your stuff.... also a noob question... if you use the 2 handers TG how about double mongoose? or would EX and Goose be better?

Thanks for your response and keep up the great work

RED
#51 Oct 08 2008 at 2:47 AM Rating: Decent
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Quote:
Ok Zip... i've read this entire thread.... (god save me) and have concluded that it will be best to keep 1handers? I have Trollbane the 2h from ZA and was planning on gettin tht 150 badge axe from the vendor... will i be better served keeping both my Fists of VAshir for Wrath? from what i can see your very well informed and i like reading your stuff.... also a noob question... if you use the 2 handers TG how about double mongoose? or would EX and Goose be better?

Thanks for your response and keep up the great work

RED


Hm, I may not be Zip but I'm gonna try to answer the question anyway.

Regarding spending 150 badges on a 2h; don't. Why spend 150 badges on an item you can only use for like 1 month. Buy stuff you can sell on the AH (do it quick tho, prices drop faster then on Wallstreet). Seriously, why bother spending time and gold on items you might throw away after the first or second quest in Northrend. Doesn't make a lot of sense to me.
Regarding your question about the enchants that's kinda the same. Haven't checked out the new weapon enchants yet but I bet the enchants in WoTLK will be way better then mongoose/exe. Like they are better then Crus.

Edited, Oct 8th 2008 12:43pm by gnetter
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