View Full Version : Lulzrriors
Bokeh
07-18-2008, 07:57 AM
o Anticipation (Protection) now increases chance to dodge by 1/2/3/4/5%, moved to tier 2.
Meh. Def > Dodge in general, this will make resistance fights VERY VERY HARD for warriors. A nerf in general TBH.
o Challenging Shout cooldown reduced to 3 minutes.
Nice buff, helps having a bit quicker aoe taunt.
o Death Wish (Fury) no longer makes you immune to Fear effects.
Good nerf, Zerker rage chained with death wish was a bit rediculous.
o Death Wish and Sweeping Strikes have swapped locations in their respective talent trees.
Awesome. They swapped it back to where these talents belonged.
o Defensive Stance now increases threat by 45%.
o Defiance (Protection) removed, replaced by Incite and moved to a new location on tier 2.
o Hamstring now only has one rank and no longer causes damage.
Very nice. Means you can hamstring a target without breaking CC if need be (as a tank i might use this a bit more often)
o Improved Bloodrage (Protection) now increases rage generation of both the instant and over-time effects by 25/50%.
o Improved Disarm (Protection) now reduces the cooldown of Disarm and Shield Break by 5/10/15 seconds and increases damage taken by disarmed targets by 4/7/10%.
It's a shame really nothing of value is disarmable in raids. Only some trash pulls really.
o Improved Shield Block (Protection) now has 2 ranks and reduces cooldown of Shield Block by 5/10 secs. It no longer increases the number of blocks.
o Iron Will (Arms) now has only 3 ranks, reducing the duration of Stun and Charm effects by 10/20/30%.
o Last Stand (Protection) cooldown reduced to 6 minutes.
o Mace Specialization (Arms) can no longer trigger more than once per 6 seconds.
o Sword Specialization (Arms) can no longer trigger more than once per 6 seconds.
Good thing. Getting pvp kills through procmania was never good.
o Mocking Blow now only has one rank and causes weapon damage, cooldown reduced to 1 min and can now be used in Defensive Stance.
Huzzah!
o Overpower now only has one rank and no longer causes any bonus damage (i.e. weapon damage only).
o Poleaxe Specialization (Arms) now also increases critical damage done by Axes and Polearms by 1/2/3/4/5%.
o Pummel now only has one rank and no longer causes damage.
o Shield Bash now only has one rank and will cause damage based on a % of AP.
o Shield Block now increases chance to block and amount blocked by 100% for the next attack. Cooldown increased to 30 seconds.
Really, what's the point of increasing chance to block by 100%? A naked warrior already has enough avoidance to fill the combat table up to the end.
o Shield Slam is now available to all warriors, starting at level 40.
Nice change for dps warrior offtanking viability.
o Shield Specialization (Protection) moved to Tier 1, now increases rage by 2 on a successful block.
o Toughness (Protection) moved to tier 3.
silverlight
08-21-2008, 01:02 PM
prob jsut me misunderstnanding but does
o Shield Block now increases chance to block and amount blocked by 100% for the next attack. Cooldown increased to 30 seconds.
just not make the ability kind of crap was not the whole idea of shield block to get you crit / crush immune when it was up ? Or are the stilll removing crushing blows ?
The mocking blow change is quite imba tho imo it should have always been usable in prot tree
Dirkdiggler
08-21-2008, 01:20 PM
crushing blows are now no longer there for mobs of 3 or lower levels above you. for mobs 4 levels above you the CB mechanic still exists.
silverlight
08-21-2008, 09:42 PM
whats the point in that when at lvl 80 there will be no mobs considered as higher than 83 ?
for lvling i suppose so you cannot kill mobs too high a lvl
Bokeh
08-21-2008, 10:26 PM
It's for levelling and doing instance too high for your level (which crushing blows were originally intended for, not as a raiding mechanic.
Dirkdiggler
08-22-2008, 06:38 AM
It's for levelling and doing instance too high for your level (which crushing blows were originally intended for, not as a raiding mechanic.
what he said
MFive
08-22-2008, 08:22 AM
Mace Specialization (Arms) no longer stuns enemies, and now generates 10 rage.
Improved Sunder Armor (Protection) renamed Puncture.
Improved Charge (Arms) now generates 5/10 rage.
Enrage (Fury) now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed.
Thunder Clap damage increased, cooldown increased.
Shield Wall now reduces all damage taken by 60% for 12 seconds, cooldown reduced to 5 minutes.
Taste for Blood (new arms talent) - Whenever your Rend ability causes damage, you have a 10/20/30% chance of allowing the use of your Overpower ability (percentages not confirmed)
Titan's Grip allows you to equip two-handed axes, maces and swords in one hand. Speed penalty removed. 1 rank talent.
Intensify Rage reduces the cooldown of your Bloodrage, Berserker Rage, Recklessness and Deathwish abilities by 11/22/33%.
Furious Attacks (replaced furious resolve in fury) - Your normal melee attacks have a 50/100% chance to reduce all healing done to the target by 25% for 8 sec. This can stack up to 2 times. (2 ranks)
Wrecking Crew (new tier 10 arms talent) - Your melee critical hits have a 20/40/60/80/100 chance to Enrage you, increasing all damage caused by 3/6/9/12/15% for 12 sec.
Bokeh
08-22-2008, 09:30 AM
Mace Specialization (Arms) no longer stuns enemies, and now generates 10 rage.
Good thing, less RNG wins.
Improved Sunder Armor (Protection) renamed Puncture.
Improved Charge (Arms) now generates 5/10 rage.
Fail. No one uses imp charge anyway.
Enrage (Fury) now increases damage done by 3/6/9/12/15%, limitation on number of attacks removed.
Thunder Clap damage increased, cooldown increased.
FAIL. VERY VERY BIG MASSIVE FUCKING FAIL.
i'll explain why.
For AoE tanking this is not an extremely big deal if the net TPS is the same.
However, for raid bosses, thunderclap is still counted as a spell, hence it has a massive resist rate (16%). Once every 2 minutes on average, i see a thunderclap resist. Now if this happens if i refresh TC just before the other one ends (best for max TPS) it means the boss runs around for 6 seconds not being debuffed hence hitting 20% faster.
This is a fucking pain already, because 6s is a massive time and means you recieve a lot of burst during that period. If the cooldown gets increased, it means this duration during which you are at risk gets even bigger.
At the same time, druids and paladins get a passive thunderclap which refreshes on every mangle resp. judgement and lasts longer, which means that as long as said druid mangles or judges on cooldown even with resists it should rarely/never drop off.
Another nail in the coffin of warrior boss tanking. It's just not worth the fucking risk of exposing your tank to 10-15-20s to 20% extra burst damage.
Shield Wall now reduces all damage taken by 60% for 12 seconds, cooldown reduced to 5 minutes.
Good change, finally.
Taste for Blood (new arms talent) - Whenever your Rend ability causes damage, you have a 10/20/30% chance of allowing the use of your Overpower ability (percentages not confirmed)
Meh. Unless they allow overpower in zerker stance it's not worth the loss of rage.
Titan's Grip allows you to equip two-handed axes, maces and swords in one hand. Speed penalty removed. 1 rank talent.
Good change, makes titan's grip not cause your gear/stats to actually scale worse than with 1h's.
Intensify Rage reduces the cooldown of your Bloodrage, Berserker Rage, Recklessness and Deathwish abilities by 11/22/33%.
With the new 5m cooldowns this is actually quite decent for pve.
Furious Attacks (replaced furious resolve in fury) - Your normal melee attacks have a 50/100% chance to reduce all healing done to the target by 25% for 8 sec. This can stack up to 2 times. (2 ranks)
Well at least it makes fury a bit more pvp viable, meaning less domination of arms builds purely because of MS.
Wrecking Crew (new tier 10 arms talent) - Your melee critical hits have a 20/40/60/80/100 chance to Enrage you, increasing all damage caused by 3/6/9/12/15% for 12 sec.
[/quote]
Actually a good talent as opposed to the old crap.
In general, nice buffs for fury pve/pvp, nice buffs for arms pve, and prot gets shafted again.
Bokeh
08-22-2008, 10:03 AM
Shield Block now Increases your chance to block and block value by 100% for 5 sec. Cooldown changed from 30 seconds to 1 minute.
*sigh*
Duration nerf and cooldown is now long enough you can use it about 5-6 times in an average boss fight.
While at the same time thunderclap gets nerfed, and now druids get a 4 target swipe...
Swipe now hits 4 targets.
With the possibility for a fifth with an inscription. Remind me again why warrior aoe tanking got buffed?
MFive
08-22-2008, 03:46 PM
However, for raid bosses, thunderclap is still counted as a spell, hence it has a massive resist rate (16%). Once every 2 minutes on average, i see a thunderclap resist. Now if this happens if i refresh TC just before the other one ends (best for max TPS) it means the boss runs around for 6 seconds not being debuffed hence hitting 20% faster.
I am pretty sure that there will be no diference between spell hit and normal hit, so you're thunderclap should be resisted a lot less. Prot paladins cooldown will be 8 seconds unless they spec into improved judgements. I think druids are the lucky once, because they get it for free with other abilities. Deathknight get a cooldown of 6 seconds to.
Oneeye
08-22-2008, 06:28 PM
OMG! they have unlinked enrage and flurry!
Bokeh
08-22-2008, 09:20 PM
I am pretty sure that there will be no diference between spell hit and normal hit, so you're thunderclap should be resisted a lot less. Prot paladins cooldown will be 8 seconds unless they spec into improved judgements. I think druids are the lucky once, because they get it for free with other abilities. Deathknight get a cooldown of 6 seconds to.
Don't paladins get it to proc for free with their judgements as well?
MFive
08-23-2008, 07:32 AM
I dont think paladins usualy judge every cooldown, and when it misses they have to wait at least 6 seconds. And druid get it maul, schred and mangle, I dont know much about druids but would be suprised if they didnt use at least one of these abilities within 6 seconds.
Bokeh
08-23-2008, 10:17 AM
On a single targets you should be judging on cooldown for the best TPS. Otherwise speccing into imp judgements would be pointless.
What i'm trying to explain is this
For warriors, reapplying thunderclap is a loss in TPS on a boss, hence you only try to reapply it when it's just about to run out.
For paladins, it comes as a free debuff with your judgements. If your judgement misses you have to wait 6 seconds yes, but since the debuff lasts 30 seconds anyway it means that you'd have to miss 6 judgements in a row for it to actually fall off.
Geilia
08-23-2008, 04:20 PM
For pala's it's part of the normal threat rotation. Which on bosses is judging on cooldown (8 secs talented, 10 without).
For druids it has to stack 5 times before it's fully applied. But since it stacks of maul, mangle and shred, it is no issue at all, Maul is the heroic strike equivalent, and mangle the shield slam equivalent in a threat rotation. So it's only a matter of time (approx 6 to 10 secs) before it's fully applied and won't fall off.
Klaas
08-24-2008, 05:52 AM
In general, nice buffs for fury pve/pvp, nice buffs for arms pve, and prot gets shafted again.
I saw blizzard state somewhere in a blue post that the update for the prot tree is coming soon.
Bokeh
08-24-2008, 10:34 AM
Still doesn't change the fact that prot brings no raid utility, no raid buffs, and nothing a prot paladin or druid can't bring - because blizzard thinks every tank should have exactly the same abilities and debuffs but didn't take the fact into account that other classes have non-tanking utility as well.
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