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Not really a surprise, but sad nevertheless.Follow

#1 Sep 03 2008 at 4:27 AM Rating: Good
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Latest Blue post regarding up and coming warrior changes.

Hello Warriors,

I’ve got a sneak preview of things coming up in the beta for you to discuss. We still have lots of polish and bug fixing to do and we’re still wrestling with a few elements of the warrior abilities and talents so do not consider this an exhaustive list. As always, post any concerns or suggestions you have.

General

* Enraged Assault redesigned, now Enraged Regeneration: You regenerate 30% of your total health over 10 sec. This ability consumes all Enrage effects and prevents any from affecting you for the full duration. Must be enraged to use. Cost 15 rage, 3 min cooldown. - Booo ... or Yay ... not sure where I stand on this !
* Slam – We’re working to change this ability to suspend the swing timer when you are using the ability. In other words, if you’re .5 sec away from swinging your weapon when you start using Slam you’ll be .5 sec from swinging your weapon after Slam goes off. - *holds breath with intense anticipation !*


Arms

* Improved Charge now generates 5/10 rage.
* Mace Specialization now ignores 3/6/9/12/15% of target’s armor.
* Sudden Death and Trauma swapped locations.
* Bladestorm now lasts 6 seconds, causing a whirlwind every second.


Protection

* Toughness now also reduces duration of movement slowing effects by 10/20/30/40/50%.
* Improved Sunder Armor renamed Puncture, reduced to 2 ranks for 1/2 rage cost reduction.
* Improved Disarm reduced to 2 ranks, now reduces the cooldown of Disarm by 10/20 sec and increases damage taken by disarmed targets by 5/10%.
* Improved Defensive Stance reduced to 2 ranks, now reduces spell damage taken by 3/6% and any block/parry/dodge has a 50/100% chance to enrage the warrior causing 5/10% more damage for 12 sec.
* Vigilance will soon transfer the 10% threat lost to the warrior. It will also have 3 charges to curb using it on targets that are being hit constantly. We’re still polishing this element to get it to feel right.
* (NEW) Warbringer is a new one point talent on Tier 9 that allows Charge to be used in combat. Did I mention the change to Improved Charge?
* Critical Block now also increases your chance to critically hit with your Shield Slam by 5/10/15%.
* Sword and Board no longer triggers when Shield Slam is used, but the chance to trigger has increased to 3/6/9/12/15%. Note these are not final numbers.


Fury

* Intensify Rage and Precision swapped locations.
* Enrage now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed.
* Improved Whirlwind now increases damage of Whirlwind by 10/20%, no longer reduces cooldown. - INteresting ... 2/2 Imp WW standard now ??
* Furious Attacks changed to use PPM (procs per minute) to make it trigger at the same rate regardless of weapon speed. Note that dual-wielding and haste still improve your chances.
* Titan’s Grip still needs a counterbalancing element, but what it will entail and how severe it will be is still being evaluated. - BOOO! :-(
#2 Sep 03 2008 at 5:13 AM Rating: Good
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1,599 posts
Quote:
* Slam – We’re working to change this ability to suspend the swing timer when you are using the ability. In other words, if you’re .5 sec away from swinging your weapon when you start using Slam you’ll be .5 sec from swinging your weapon after Slam goes off. - *holds breath with intense anticipation !*


Does this mean we can spam Slam now (assuming the change happens)? Oh man...that would be awesome.
#3 Sep 03 2008 at 5:32 AM Rating: Good
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608 posts
YJMark wrote:
Quote:
* Slam – We’re working to change this ability to suspend the swing timer when you are using the ability. In other words, if you’re .5 sec away from swinging your weapon when you start using Slam you’ll be .5 sec from swinging your weapon after Slam goes off. - *holds breath with intense anticipation !*


Does this mean we can spam Slam now (assuming the change happens)? Oh man...that would be awesome.


Pretty much the way I read it as well ... although, when I see I have close to a full rage bar, I spam slam anyway ... weapon damage every 1.5 secs > weapon damage on normal swing timer (3.7 secs) ... but that's only if I have an overly large amount of rage.

Ultimately, this will turn your 3.7 swing into a 4.2 swing if you weave a slam in. Much better imo than turning it into a 7.4 swing (which is what happens if you mistakenly slam just before the swing timer ticks)

*edit*
Oh yeah, just thought about it ... Bloodsurge - which gives you an instant slam on a BT crit ... just got a million times better ;-) ... instant slam = no suspension of swing timer = effectively no swing timer rest - something that everyone's been asking for since the Bloodsurge talent was revealed ... I likey !

Edited, Sep 3rd 2008 3:31pm by robertlofthouse
#4 Sep 03 2008 at 6:31 AM Rating: Good
Bloodsurge slams weren't resetting the swing timer anyway, but it's a nice change.

My post is on the middle of page 2 in that thread, but a brief summary; the Vigilance change is interesting but feels a lot like a cheat to avoid fixing our actual threat generation issues. Warbringer will be worthless unless it allows you to Charge in Defensive Stance, since otherwise it has the exact same issues you see with Intercept. Sword and Board is still the worst talent you can take in Prot, as in worse than Improved Shield Bash by a significant margin.

Unending Fury is still mediocre at best and losing Enraged Assault hurts quite a bit.
#5 Sep 03 2008 at 8:50 PM Rating: Decent
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1,912 posts
Uhm, yeh, warriors are taking a lot of nerfing. Deathwish, Enrage, Enraged Assaults, yep.

Titans grip "needs counterbalancing"?

I used to think that TG was OP'd, but looking at it more closely it's mostly a fun method of adding in a +DPS +Stats talent (because 2-hand weapons have more DPS and stats than 1-hand weapons). I don't know, maybe it is indeed too much in the +dps part, seeing as how dwing a pair of s1 2-handers is stronger than the warglaives.

The +stats don't seem too much.

The +DPS is hard to tell, you have to compare it to the wotlk talents and the wotlk dps of other classes, you really don't want an average gear dps warrior to be doing 3x the dps of an average gear dpser of the rest of the dps classes.
#6 Sep 03 2008 at 9:28 PM Rating: Good
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8,779 posts
currently, with roughly identical levels of gear, TG is outdpsed by dual wield sudden death arms by about 300 dps (3k vs 2700ish according to one test).

heres the thread with the video of it:

http://forums.worldofwarcraft.com/thread.html?topicId=9336578660&postId=93356502123&sid=2000#0

in an odd twist of fate, fury is looking more pvp than arms is, while arms seems to be the pvp tree.
#7 Sep 04 2008 at 5:52 AM Rating: Decent
This part made me smile. :)

* Vigilance will soon transfer the 10% threat lost to the warrior.

This makes Vigilance a mini misdirect and greatly increases the threat production of Warrior tanks. It might make viglilance worth getting now!

* Critical Block now also increases your chance to critically hit with your Shield Slam by 5/10/15%.

Drool...as if it wasn't awesome already....

Most of the other changes look fine too. Hope they stick. :)

Edited, Sep 4th 2008 9:49am by JonbobOOO
#8 Sep 04 2008 at 9:49 AM Rating: Excellent
Yeah, I added this to our front page as well. I realize lots of you come here first, just saying that you can always check there for new stuff I find as well. Or, if I miss one and you'd like it posted, shoot me a PM.
#9 Sep 04 2008 at 11:45 AM Rating: Decent
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2,580 posts
Quor wrote:
currently, with roughly identical levels of gear, TG is outdpsed by dual wield sudden death arms by about 300 dps (3k vs 2700ish according to one test).

heres the thread with the video of it:

http://forums.worldofwarcraft.com/thread.html?topicId=9336578660&postId=93356502123&sid=2000#0

in an odd twist of fate, fury is looking more pvp than arms is, while arms seems to be the pvp tree.


Yha but remember that video is of a level 1 target dummy. On a raid boss you won't be getting crits so often and proccing sudden death all the time. On the flip side the rage gen of TG will be alot wonkier on raid bosses (requiring tons of hit) than a level 1 target. We won't be able to make a truely fair comparison until we see both builds on a level 83.

Edit: This just hit me, these numbers are using the "unleashed" version of TG which is still in for a nerf

Quote:
* Titan’s Grip still needs a counterbalancing element, but what it will entail and how severe it will be is still being evaluated


so Arms becoming the new PvE tree might very well hold water as long as they don't change anything too much.

Edited, Sep 4th 2008 3:43pm by Jimpadan
#10 Sep 04 2008 at 7:29 PM Rating: Default
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1,912 posts
Theoricrafting on TG...

Prot gets a talent that gives 5% sta 10% str.
Another that gives 10% damage.

Arms gets a talent that gives 4% str and 4% hp.
It also gets a talent that gives 5% damage.

Fury gets 10% attack power and also 25% haste.

TG is about 25-31% "weapon" damage and about extra 90% stats from the weapon slots.

That's, maybe, 5-8% extra to all stats. Almost as good as having BoK on you.

On the weapon damage... 25-31% from "weapon" damage is... it's still a pretty decent increase in damage, about equal to a 7-12% passive that doesn't affect BT or execute.

It's probably like a net 9-16% extra damage, kind of like having wrecking crew but not needing to crit for it.

So, either something in the arms tree is giving too much damage or a level 1 dummy is just too crittable for apropriate testing.
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