Darkmoon Faire Trinkets and Warrior Nerfs
Talents April 12th, 2007What 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
April 13th, 2007 at 1:59 pm
Full 2.1 patch notes
http://forums.worldofwarcraft.com/thread.html?topicId=94203802&sid=1&pageNo=1
April 13th, 2007 at 2:00 pm
Quite a few warrior nerfs as expected.
April 13th, 2007 at 4:34 pm
Whether you felt it was needed or not I think every warrior knew nerfs were incoming. All things considered I think we made out alright.
- “Charge”, “Intercept” and “Intervene” now suppress all Slowing
effects while charging the target.
A very old and annoying bug has finally been fixed. Some will be disappointed that it doesn’t straight out remove the snare but bleh, good enough if you ask me
-”Commanding Shout”: This ability now increases your max health, but
keeps your percentage health constant.
Another bug fix, I was secretly hoping they wouldn’t fix this since from my personal experience it helps out a lot from farming. It saves me from having to use a health pot quite frequently. But no big deal overall
-”Death Wish” and “Enrage” effects no longer stack.
Probably the biggest nerf and what most warriors are crying about. But imho it’s not that bad. Contrary to popular belief, warriors can’t “pop” enrage anytime they want Razz Most of the time you’ll be activating death wish relatively early to get in the damage and to generate more rage to get things rolling (it’s pretty bad if you can’t get in a charge and you don’t proc second wind….rage generation is pretty slow at first unless you get some good crits in). And during the first half of the fight you won’t get attacked anyways. I don’t know maybe some warriors had both of these up all the time….personally I don’t think it’s that big of a nerf.
- “Insignia of the Alliance/Horde” and “Medallion of the
Alliance/Horde” now removes “Immobilizing”, “Stun” and “Polymorph”
effects and no longer remove “Slowing” effects.
Removing snare was nice but I think removing sheep is better…at the very least this was an even trade
- “Spell Reflection” no longer has a global cooldown.
The CD on this really should get lowered to around 8secs and the rage cost reduced to 20 (15 is probably too low) But overall I see this as a decent buff that can occasionally save your butt.
- “Flurry”, Fury Talent, now increases attack speed by 5/10/15/20/25%,
reduced from 10/15/20/25/30.
Another biggie, but if you really think about it it’s not THAT big. First of all if you do the actual math behind it the dps loss is minimal in raid. The lowered glancing blow is going to more then make up for it. Fury warriors should actually be seeing a slight increase in raid dps. In terms of PVP….personally I’m in the flurry sucks camp…I know Mr. George of the Jungle uses 31/30 but as far as I can tell from looking at a bunch of the warriors on 2000+ teams, flurry isn’t taken by most of them.
In conclusion i think warriors got an overall small buff….or at least broke even.
April 13th, 2007 at 5:31 pm
in 5v5 arena i usually dont start off with deathwish, i’m paying attention if im getting focussed, 5% more damage taken might result in a lost match, and if i find myself ignored im activating it in its funktion as an activatable enrage. so this nerf dosnt bother me arena wise since i dont 2on2 or 3v3 where this might be an issue.
ive never been fury, so deathwish was a nw experience as i grew past 60. but 3 min cd damage spikes are not the warriors way of life for me. its about doing your damage whenever youre getting attacked or entering a fight. keeping that damage level always until youre dead, not depending of any longer cooldowns. so this nerf puts deathwish in the place i feel its supposed to be in my opinion. if youre not attacked yourself to get enrage, you got this one to keep your damage level up, or fighting fearing dot classes that might never crit you.
April 13th, 2007 at 7:21 pm
The biggest question right now is how deathwish and enrage are going to interact. There is some worry that enrage will “overwrite” death wish. I cannot imagine blizzard diong this (you would want DW for the 30s timer and fear immunity more than 5% more dmg from enrage). Simple fix is to make death wish the same % increase to dmg as enrage.
Flurry - So much for my thoughts of going 35/26! Was going to try and take advantage of the 10% on the first point. I’m mostly annoyed that shamans dont seem to be getting the same nerf to their flurry.
Spell reflect off global CD - this just made the ability 20 times more useful and will convince me to get tactical mastery back most likely. It basically means you can instantly reflect. No more 1.5s delay. I see a better weapon-swap macro incoming to my UI :p
comm shout - too bad, but not surprising. Don’t think the buff was ever meant to do the healing thing but damn it made farming easier and not dying to dots after killing that lock/priest was a nice change.
I’ll be curious to see how the rebalancing of gear comes into play.
April 13th, 2007 at 8:13 pm
Yeah, overall, the changes arent that bad and probably add a bit more strats to playing a warrior. Really, the fact that someone knew how to stance dance, equip a shield, overpower etc should count for more than it does currently. The changes to Flurry and Spell Reflect def. make TM more attractive.
April 13th, 2007 at 9:09 pm
not sure if I’m correct but isn’t there a 1.5 GCD before you can spell reflect if you don’t have a shield? Doesn’t equipping the shield trigger the GCD then you have to wait until that’s over before you can switch to defensive stance and use spell reflect?
April 13th, 2007 at 9:37 pm
That’s how it works right now.
The patch is taking spell reflect off the global cool down, which means you can use it at any time, you do not have to wait for the GCD.
April 13th, 2007 at 9:54 pm
I know but what I’m saying is
1. you need a shield to use spell reflect
2. you need to be in defensive stance to use spell reflect
PVP usually places you in a situation where you don’t meet neither of those requirements. Therefore you have to
1. Equip shield, activate GCD
2. Wait for GCD to finish
3. Switch to defensive stance, activate GCD
4. do not have to wait for GCD to finish to use Spell Reflect
So there’s still a 1.5sec “lag” between wanting to spell reflect and actually being able to activate it…. Unless I’m adding in a GCD there there isn’t one?
April 14th, 2007 at 1:13 am
O.o Nevermind there’s no GCD when you swap to shield just a slight pause
April 14th, 2007 at 9:14 am
If SR is really going to work the way I’m thinking, it will then be possible to make macro for:
- equip a shield
- swap to battle/def if you are in zerk
- use reflect
- equip a two-hander (you don’t need the shield to actually reflect, just to use the ability).
Using this macro fast will make you, virtually, reflecting spells baseball style!
April 14th, 2007 at 3:28 pm
they changed it so that if you unequip the shield while you have the SR buff the buff goes away. So you have to have the shield equipped for the entire duration