WARRIOR HELL

Chit chat
Post Reply
User avatar
Altarion
The Artist
Posts: 1221
Joined: 17 Feb 2009, 02:57
Location: Ice-cream heaven

Post by Altarion »

vond, its strange that you can manage to stancedance and get rend up but not throw the HS. i say you trust EJ and all numbers too much. go back a few steps and use ww-bt-hs and slam, skip the EJ rending and ww-bs-cleave on multi targets. a few adjustment and you are on ur right way my friend. and trust me i have been were you are and im still way behinde the others, we warriors really need the right gear to shine and imroved cleave
:wink: and even though our rotation is 1 of the easiest in the game we cant just bash all buttos at once to make dps or youll starv till you die and that really gimps us.
Image
Yõthar
Grunt
Grunt
Posts: 32
Joined: 01 Feb 2009, 00:11
Location: Riel

Post by Yõthar »

Nooooo, I don't wanna die.

at Yaur. Can you see what my cleave amount is? (Also where do you see that.)

at Altarion. I don't just hit / spam buttons. (I only do that when tanking. Guess �'m to good in burning rage as tank.)
But what I must say is that I have heroic strike bound to my left mouse button (nr4) and the iconis located on the "=" on the casting bar.
The Devil my care but I bloody don't!
Yaur
Champion
Champion
Posts: 424
Joined: 30 Aug 2007, 16:10

Post by Yaur »

Usually around 8 - 16 I think.
Mind explaining to me why you think using cleave would be a good idea?
As far as I know (and read on the interwebs) Cleave is something you use if you have more then one target up. And during bossfights that is mostly not the case.

Also I read that using Glyph of Heroic strike would give you extra rage that you miss out on if you use Cleave.

As far as I understand the Fury DPS rotation goes along the lines of:
Whirlwind - Bloodthirst - Slam (if Blood surge) - Heroic Strike (if rage >60)
Seems like a damn easy rotation to me (Coming from a guy that uses around 12 ability's in his rotation)

Walk up to a dummy and start hitting away.
Image
User avatar
Fenz
old man
Posts: 9594
Joined: 09 May 2005, 05:34
Location: Holland

Post by Fenz »

Seems like a damn easy rotation to me (Coming from a guy that uses around 12 ability's in his rotation)
Nobody likes a bragger! :lol:
I ain't leaving without your soul and I am sober this time.
User avatar
sudo
Guild hopper
Posts: 3391
Joined: 08 May 2005, 20:37
Location: Imiz

Post by sudo »

Im not sure Ankh is part of a regular rotation tho
Paladin is man or woman with holy light, liek angel from god paladin hold up holy light so you see in dark and not be scared. You CANT play naughty paladin coz it not fit with paladin holy light ok?
Yaur
Champion
Champion
Posts: 424
Joined: 30 Aug 2007, 16:10

Post by Yaur »

sudo wrote:Im not sure Ankh is part of a regular rotation tho
Ankh Frost Shock as been part of the rotation since Molten Core, not taking it out.
Image
Yaur
Champion
Champion
Posts: 424
Joined: 30 Aug 2007, 16:10

Post by Yaur »

Fenz wrote:
Seems like a damn easy rotation to me (Coming from a guy that uses around 12 ability's in his rotation)
Nobody likes a bragger! :lol:
To bad you are stuck with me then :twisted:
Image
User avatar
Noitec
Stone Guard
Stone Guard
Posts: 224
Joined: 20 Jul 2009, 09:28

Post by Noitec »

Yaur because you have two weapons in hands doesn't mean you're fury warrior, let him live! :D give gorlom some critic instead... :twisted:
Elemental Shaman

Image
User avatar
Altarion
The Artist
Posts: 1221
Joined: 17 Feb 2009, 02:57
Location: Ice-cream heaven

Post by Altarion »

STOP derailing the topic ffs!
Image
User avatar
Gorlom
High Warlord
High Warlord
Posts: 1889
Joined: 05 Sep 2005, 19:49

Post by Gorlom »

/train
Crezax wrote:If you feel you need to write something angry and insulting, write it down in Notepad, save it somewhere and look at it when you get bored.
User avatar
Zilver
Warlord
Warlord
Posts: 911
Joined: 08 May 2005, 22:21
Location: Oggrimar

Post by Zilver »

Been reading up a bit on the changes that might happen to the way rage works in the upcoming expansion. I cannt decide if its a good or a bad thing tbh. Anyone wanne share some thoughts about it?

"Here are some of the ways the Rage mechanic will change in Cataclysm:

1) Rage is no longer generated based on damage done by auto-attacks. Instead, each auto-attack provides a set amount of Rage, and off-hand weapons will generate 50% of the Rage main hands do. This amount is based on a constant formula which factors in the base swing speed of the weapon. This means the Rage gained should be averaged out between fast and slow weapons. The constant formula also gives us the ability to easily increase the rage gained if it feels too low (or reduce it if is too high). We are also implementing the following mechanics, which will still allow rage to improve to some extent as you improve gear:

If the attack is a critical strike, it will generate 200% Rage.
Haste will accelerate swing times to generate Rage faster.

2) Rage from damage taken will no longer be based on a standard creature of the character’s level, but instead will based on the health of the warrior or druid. Again, there is a constant that is multiplied by the rage generated in order to allow for fine-tuning. This calculation ignores all damage reduction from armor, absorption, avoidance, block, or similar mechanics, so improving your gear will not reduce Rage gained.

3) We will provide warriors and druids with more instant sources of rage. For example, the warrior shouts are changing to work more like the death knight ability Horn of Winter. Instead of Battle Shout consuming Rage, it will generate Rage but have a short cooldown. Both classes will have additional methods to generate Rage in an emergency or bleed off Rage when they have too much.

4) All “on next swing� attacks in Cataclysm are being removed. Heroic Strike and Maul will be instant swings that cost a variable amount of Rage. For example, imagine Heroic Strike costs between 10 and 30 Rage. You must have at least 10 Rage to use the attack, but it will consume all available Rage up to a maximum of 30. Any Rage consumed above the minimum will cause the ability to hit harder, and in some cases much harder. We will tune the ability so that it’s generally not a good idea to hit it when you have low Rage (unless everything else is somehow on cooldown) but becomes a more attractive button the higher your Rage."
Remember, remember, the 6th of December,
The patch day treason and plot.
I see no reason, for BT and Cleavin',
Since Tseric wants us to spec Prot.
Image
Yõthar
Grunt
Grunt
Posts: 32
Joined: 01 Feb 2009, 00:11
Location: Riel

Post by Yõthar »

I think these are nice buffs for us except for the rage generation by hitting/weapon dmg/speed. I don't know what to think about that one.

Also Arp will be removed. I wonder what we get instead for it.
Gonna be nice to re-gem all arp gems again. :?
The Devil my care but I bloody don't!
User avatar
Zilver
Warlord
Warlord
Posts: 911
Joined: 08 May 2005, 22:21
Location: Oggrimar

Post by Zilver »

Well what i read was that arp will only be gained thru talents and not thru gear or gems. Also all arp stats (which makes me believe gems also) will be changed into haste or crit rating.

Furthermore, I think the way they will change rage, makes me think haste and crit will be good stats to get.

But, if they screw up, we warriors are going to be screwed HUGE till they change it. And who knows how long that will take...
Remember, remember, the 6th of December,
The patch day treason and plot.
I see no reason, for BT and Cleavin',
Since Tseric wants us to spec Prot.
Image
User avatar
Altarion
The Artist
Posts: 1221
Joined: 17 Feb 2009, 02:57
Location: Ice-cream heaven

Post by Altarion »

New Warrior Abilities

Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.

Changes to Abilities and Mechanics

In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

* Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot.
* Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.
* Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.
* Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.
* Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.



New Talents and Talent Changes

* The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.
* The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.
* As a Fury talent, Booming Voice will increase the Rage generated by shouts.
* While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.
* Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.
* The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.
* Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.
* Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.


Mastery Passive Talent Tree Bonuses

Arms

* Melee Damage
* Armor Penetration
* Bonus Swing


Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

Fury

* Melee Damage
* Melee Haste
* Enrage Intensity


Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Protection

* Damage Reduction
* Vengeance
* Critical Block Chance


Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.

Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Image
Yõthar
Grunt
Grunt
Posts: 32
Joined: 01 Feb 2009, 00:11
Location: Riel

Post by Yõthar »

I think i'm gonna love this. if they rly are going to implement it.
I allways liked 1handers. 8)

While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.
The Devil my care but I bloody don't!
Post Reply