Monday morning humour

Arena, Paladin 10 Comments »

Saw this on the official boards and got a good laugh:

“Warriors complain that they suck in solo PvP, and are told to find a healer if they want to be good.

Pallies complain that they suck in solo PvP, and are told to STFU and heal.

Pallies and Warriors decide to PvP together.

Now people are asking to ban them from PvP.

Amazing.”

Funny because its relatively true. The difference between pvping on my own (charge, maybe kill 1 person before roasted by every ranged unit on the enemy team), and pvping with a pocket healer (charge, kill all of those ranged units as they feed me rage) is night and day. Too bad I could almost never find a reliable pocket healer since the vast majority of priest pvpers are shadow and pally pvpers are ret.

That being said, on my 2v2 arena team all it takes is a silenced or cycloned paladin and we lose.

Veritas

More 2.1.0 changes

Abilities, PvE, PvP, Talents 9 Comments »

No, I’m not going to make a comment about 2.1.0 changes, if you have half of a brain, you know why we are getting nerfed. There is nothing to cry over, it’s a major bug fixing and class balancing patch, and as always - if anything will be wrong with our class - it will get fixed. Anyway, Meadows got onto PTR and gave us the following information:

Here are some changes that might be of interest to warriors.

# Many epic weapons were slightly nerfed. Blacksmith tier 2 weapons lost 0.7 DPS, gladiator 2h weapons lost 0.7 DPS too (mine went from 114.7 - 114.0). Gladiator 1hs lost a bit of damage too.

# Savagery now has a glow. If your weapon has no base glow effect then savagery will be red, while at the same time amplifying a weapon’s base glow effect if there is one Looks pretty funky. See screenshots below but keep in mind that the gladiator sword glows a bit already:

# Mongoose has a bright, green glow:

# Spell reflect now fades after you unequip your shield, plus it also has a really obvious animation, impossible to miss:

# Revenge had its damage increased by 400% or so. Mitigated by armor, not effected by AP:

# Devastate has been reworked. It now strikes with both weapons when dual-wielding:

# Heroic Strike causes 62 additional damage to dazed targets.

# Enrage is still the old 25% damage buff, not some haste/flurry thing

# All ability tooltips now say "melee range" instead of 5 yards. Whether this has any effect on abilities is doubtful:

# Warrior tier 4 was slightly changed:

    Warrior Def: no changes

    Warrior Off:
    Chest:
    -4 STR (why?)

And last but certainly not least:

# Sweeping Strikes no longer gets a second bonus from %-damage buffs:

So, there goes that. Damn it, Blizzard.

So here dies my idea for instant shield -> spell reflect -> 2h macro :p.

Terhix

Darkmoon Faire Trinkets and Warrior Nerfs

Talents 12 Comments »

What those two have in common? Glad you asked! Aeus’ post from earlier today:

After the upcoming content patch you will have the chance to find additional Darkmoon cards (Lunacy, Storms, Furies and Blessings) on high level creatures in Outlands, which you can turn in to the Darkmoon Faire to make powerful new Darkmoon card trinkets.


Leaked patch notes
that showed up 2 days ago on the forums (about those in previous entry) saying enrage and deathwish won’t stack:

Item Changes
-All items of Tier 5 and above quality have been upgraded to reflect their intended power
-Armor: All items that spent part of their budget on increased armor have been reevaluated. Some have added armor while others have gained additional bonuses.
-Heroic instances will now always drop epic loot off the end boss and all heroic bosses have a chance for epic gems
-Additional darkmoon cards can now be found on high level outland creatures. They can be turned in to the darkmoon faire to make powerful new darkmoon card trinkets. Look for Lunacy, Storms, Furies and Blessings cards.
-Alcohol Stam buffs no longer stack with stam buffs from other foods

Terhix

2.1.0 Speculations

Abilities, PvP, Talents No Comments »

Wow, there can’t be a singe patch out there without some jerks writing fake patch notes it seems. 2.1.0 is a really rich when it comes down to those, however it’s good to take a look at some supposed to be leaked notes. Let’s start with the most ridiculous ones (source: worldofming.com), I’ll just point out the heaviest, let’s call them - suggestions - or just the ones regarding our class:

(…)
- The damage reduction part of resilience has been changed to include normal attacks.
(…)
Hunter
- Frost Trap duration decreased to 15 seconds, cooldown increased to 1 minute.

Paladin
- Divine Shield cooldown increased to 1 Hour.
- Lay on Hands cooldown reduced to 5 Minutes.

Rogue
(…)
- The maximum amount of healing reduction from Wound Poison is now 25%. In addition it is changed to stack with Mortal Strike.

Warrior
- Mortal Strike healing reduction reduced to 25% and now stacks with Wound Poison.

Items
- Hybrids and healing classes can now choose from a wide range of healing weapons.
- Arena point cost for two-handed ranged weapons has been decreased by 25%.
- All Gladiator armor have had its resilience increased by 50%.

Ok, no way on earth Blizzard can introduce so many so heavy changes with one patch, that’s something I’ll never believe in. However, despite how ridiculous those changes are in their weight, I like them, a lot. Simple changes that fixes most issues 5v5 arena might have. I can imagine the uproar on the paladin forums if their DS get’s touched, remember mass dispell fuzz? Right, however the fact is, we are not going into 5v5 without a pally, it’s just not worth it. We have one paladin in a team and he can play 2 days a week (raiding during the rest of the week), while the every other member is available every day, so we are pretty much crippled simply because we play horde and there are just no free good pvp holydins out there, putting a Pally on par with other support classes would really fix a lot, we then could just get a resto shammy or druid and be happy. MS/Wound Poison change is also ok, I do agree that warriors are also pretty much the MVP of 5v5 arena, and that change would tone down our strongest-debuff-in-the-game effect, while making rogues more desired for the arenas.
Read the rest of this entry »

Terhix

A different approach: 33/28/0

Arena, Slam, Talents 17 Comments »

When you look at top arena rated warriors there is one thing interesting (well, two if you count a prot warrior), there is a fair amount of warriors with 0 points in protection - no Tactical Mastery. I’ve already discussed 35/23/3 build vs 33/25/3 build, but those stats really got me thinking, and some people bashed me in comments for labeling 31/30 as not-really-arena build.

I’ve been thinking about Slam a lot, and I’ve been thinking about Tactical Mastery, as the arguments that you don’t actually stance dance a lot on the arenas are, duh, pretty sensible. I’ve tried 31/30 before and I didn’t like it, now I know I did some things wrong. I’ve tried to test Slam with 31/30, but I did it all wrong, I tried to use it as a main attack, timing it after white hits, so I had to be really focused about my movement, hamstrings and skill timing, while loosing the bigger picture, I’ve respecced back to 35/23/3 as Slam sucked for me. But I’ve changed again, this time to 33/28 to prove myself I was right that you can’t do arenas without TM and that Slam is shit, but after playing some 2v2 practice it made me smile.

Before I go into Slam however, I’ll point out two other things I’ve changed in my build. First thing is - I dropped Booming Voice for 5/5 Unbridled Wrath. I’ve said a lot of shit about UW in the past, but I ended my post with “so if you are finding yourself to be rage-starving, it’s something you can pick” - and that’s what I’ve done. I don’t have improved charge, and often I simply can’t charge on the beginning of the arena forcing me to bloodrage -> intercept. With 35/23/3 such start was often a tragedy, it took me precious seconds before I could gain rage to use MS so our dps wasn’t mitigated by 100% undebuffed healing. Now with flurry and UW I build up rage much faster. UW is not a huge bonus, even after the recent change it generates low rage/second, but it’s better to have that 5 more rage after some bashing and being able to use abilities faster. Flurry is also a big factor when it comes to rage generation. The problem with flurry is, after rage normalization, it’s effect on rage generation was toned down, so now you generate less rage per swing with flurry on, but you still generate more rage with flurry then you would generate without it, and it increases UW’s performance as well. I obviously doesn’t have full flurry with just 28 points in fury tree, but 3/5 is well enough, having 30% speed boost vs 20% speed boost and second wind is no competition to me. I just like second wind too much to drop it, there is a gazillion of situations when u are immobilized or stunned on the arena, if you are being focus fired or not, and even if that healing isn’t a life saver when there are 3 people on you, that extra rage makes my warrior soul fly, especially since now I’ve something to do with it…

SLAM! Forget about using it every white hit, forget about using it all the time, forget about killing someone with just a slam spam, this is not freaking PvE. Just because it doesn’t have cooldown doesn’t mean you have to use it all the time, it was something I couldn’t accept first time when I tried it with 31/30. With loosing TM I lost some utility, however Slam gave me some more utility I didn’t have before, but the key part is learning how and when to use slam in PvP situations. There are two situations when you might want to use slam: a) Your instant attacks are on cooldown; b) You don’t have rage for your instant attacks and you need to deal damage right now; In both situations it might not always be a great increase in actual dps, you might hit it just before a white hit lands, making your auto attack reset in the worst possible situations, but you shouldn’t worry about that. Of course, some timing is necessary, but it doesn’t have to be perfect, the point is not to try making Slam as much effective dps tool as it can be, the point is using it as a missing chain link in your burst damage combo. There are situations when you are standing with full rage, both MS and WW on cooldown and your enemy has like 22% hp, a single Slam followed by Execute before the poor guy gets healed can drastically change the situation, and get you out of the deepest shit. It’s something you have to train, theory crafting isn’t good enough, using Slam effectively is pure practice. I took my time at 2v2 practice arena with gimps to master it, had to loose couple of 1v1 fights with rogues and had to miss it a couple of times when enemy run out of melee range to learn my lesson, and while I might not turn into the most awesome Slam user in WoW, I then played couple rated 5v5 with my team and it didn’t fail me. More dps, more rage, I think I’m going to stay 33/28 for a while…

Terhix


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