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Warrior F.A.Q.[CATACLYSM]


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#1 Powerslave

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Posted 02 December 2010 - 03:35 AM

This will hopefully be a point of reference for basic warrior advice.PM me if you want anything added and it will be ASAP.

Feedback is greatly appreciated by newer and veteran players alike.PM me with what your opinion,ideas or mistakes you found so I can improve this guide.

Specs:
Arms:
http://www.wowhead.c...LG0fcRMRurkhb0o
For now this is a spec with 4 points left.Almost every high rated warrior will use this "skeleton",choose your 4 points left however you wish.
Imp hamstring: undispellable controlled root
Tactical mastery:not as required as it was before,but now each point saves 25 extra rage
Rune interruption: damage boost,you'd only want 1 point on it though,as the second point only doubles the duration, and pummel is already on a 10 sec CD.
Drums of war: No cost on pummel and shouts.

Blitz :Again,this is going to be interesting post patch with the 3.5 sec stun on charge,especially if you don't play with other stunners in the team.

Fury:

http://www.wowhead.c...LG0bZhbrssdkofd

This is a spec with all the "must" talents,with 3 points left to use wherever you wish.Here the possible options;

Deep Wounds: Self explanatory, extra damage on crits,especially good vs rogues.
Incite: Very big damage increase on heroic strike and lets you get 4 crits with reck (RB+HS+BT+Another HS from incite).It's the best option right now but it's going to take a big hit next patch with the HS nerf.
Drums Of War: This is vastly inferior to Incite,but it might see some use on the next patch.Maybe.



Glyphs
Arms:
Prime:
There are no choices in arms prime glyphs,only one way to go.
Glyph of Mortal Strike: Increases the damage of Mortal Strike by 10%.
Glyph of Bladestorm: Reduces the cooldown on Bladestorm by 15 sec.
Glyph of Overpower: Increases the damage of Overpower by 10%.
Major:
Glyph of Intercept:Increases the duration of your Intercept stun by 1 sec.
Strong glyph,however intercept shares DR with Throwdown and you're often forced to intercept as a gap closer and not as a stun.

Glyph of Piercing Howl:Increases the radius of Piercing Howl by 50%.
This is probably the only major glyph that is absolutely a must-have.

Glyph of Sweeping Strikes:Reduces the rage cost of your Sweeping Strikes ability by 100%.
Popular glyph (means you can't go wrong with it) ,you save a heroic strike every time you use SS (and should be using it whenever there's more than 1 target close).Plus your SS+bladestorm doesn't cost 55 rage.

Glyph of Long Charge:Increases the range of your Charge ability by 5 yards.
A lot of people like this glyph as it helps counter somewhat the higher range casters have in cataclysm (40 yards,this will make your charge 30 yards rage).Also going to be handy when catching up with flag carriers and all kind of faggots that run from you.

Glyph of Spell Reflection:Reduces the cooldown on Spell Reflection by 1 sec.
You'd better not use this glyph unless you have some weird build with shield specialization.

Glyph of Intervene: Increases the number attacks you intercept for your Intervene target by 1.
I don't consider this glyph any good but let's just say it makes it easier for you to get that kidney or blind with intervene (plus your intervene target has one more hit absorbed).Situational glyph.

Glyph of Shield Wall:Shield Wall now reduces damage taken by 60%, but its cooldown is increased by 2 min.
Very situational,if the games you play last more than a couple of mins you're better off without this glyph.

Glyph of Rapid Charge:Reduces the cooldown of your Charge ability by 7%.
1.4 cd reduction off charge.More charges is more rage,more juggernaut procs which makes it an ok glyph.

Bottom line:The majority of the high rated pvpers are going to run Piercing howl and 2 of those : Sweeping strikes,long charge,intercept.However you should consider all glyphs and use the one that fits your playstyle better.

Minor:
Any combination of minor glyphs can be used,however glyphing your shouts is advisable for battlegrounds.

Glyph of Command: Increases the duration of your Commanding Shout ability by 2 min and the AOE by 50%
Glyph of Battle: Increases the duration of your Battle Shout ability by 2 min and the AOE by 50%
Glyph of Berserker Rage:Berserker Rage generates 5 rage when used.
Glyph of Furious Sundering:Reduces the cost of Sunder Armor by 50%.
Glyph of Demoralizing Shout:Increases the duration by 15 sec and area of effect by 50% of your Demoralizing Shout.

Fury
Prime:
There's only 3 glyphs you can use here.
Glyph of Raging Blow:Increases the critical strike chance of Raging Blow by 5%.
Glyph of Bloodthirst:Increases the damage of Bloodthirst by 10%.
Glyph of Slam:Increases the critical strike chance of Slam by 5%.

Major:
Glyph of intercept and piercing howl are mandatory here,because the other glyphs are simply not nearly good enough to compete with those 2.

Glyph of Intercept:Increases the duration of your Intercept stun by 1 sec.
Glyph of Piercing Howl:Increases the radius of Piercing Howl by 50%.
Glyph of Death Wish:Death Wish no longer increases damage taken.

Glyph of Long Charge:Increases the range of your Charge ability by 5 yards.
This one is useful for getting the initial charge off,as well as the comeback after you sit in a long cc.

Glyph of Spell Reflection:Reduces the cooldown on Spell Reflection by 1 sec.
Not many useful third choices for fury glyphs so this is also viable.
Minor:
Glyph of Bloody Healing:Increases the healing you receive from Bloodthirst by 40%.
Glyph of Command: Increases the duration of your Commanding Shout ability by 2 min and the AOE by 50%
Glyph of Battle: Increases the duration of your Battle Shout ability by 2 min and the AOE by 50%
Glyph of Berserker Rage:Berserker Rage generates 5 rage when used.Fury mastery affects this as far as I know,causing it to generate 7+ rage depending on your mastery rating.You'll be sometimes required to use this in order to activate Raging Blow as fury,making this glyph especially useful.
Glyph of Furious Sundering:Reduces the cost of Sunder Armor by 50%.
Glyph of Demoralizing Shout:Increases the duration by 15 sec and area of effect by 50% of your Demoralizing Shout.

Bloody healing,demo shout and berserker rage are highly recommended here.
Races
Horde:
Orc: Spend less time stunned ,free ap trinket and 3 expertise if you're using an axe.One of the best races and the toughest motherfuckers around.
Tauren: War stomp and faster herbalism leveling!The health bonus does not scale and amounts to about 2000 extra health (or 143 stamina) at level 85.
Troll:Voodoo shuffle works on roots aswell and the haste bonus is more significant than ever.Solid choice.
Undead: Wotf got improved a little and cannibalize will have its use in battlegrounds.Abilities of situational use,but can make or break a game.
Goblin: A gap closer/escape move,personal bank summon,1% passive haste ,vendor discount,fuck knows what else.Can't go wrong with it.
Blood elf: Similarly to taurens,arcane torrent is almost all elves have to offer (At least I think so,with the resistances in cata-correct me if wrong).It's a powerful ability and all that,so it's your call.Oh,and they look gay.

Alliance:
Human: Every man for himself allows you to equip 2 trinkets of your choice (that are not the standard medallions).In cataclysm,it's possible to buy 2 pvp trinkets which are very good,therefore making humans a really solid race for warriors even if they don't raid.
Gnome: With all healers getting dispels,the root removal isn't as good as it was before but gnomes are still great.
Dwarf: Stoneform is getting buffed to a mini damage reduction cooldown making this race viable aswell.Especially useful racial against rogues.
Night Elf: 2% physical avoidance (which is simply amazing) plus the ability to avoid spells mid air with the right timing.The closest to legolas you can get.
Draenei: Roll Dranaei male and kill everyone,haters gonna hate.The racial abilities are not as good as the other races(1% hit and a hot for 20% of your hp over 15 sec),but they can still prove useful.
Worgen: 1% crit and the sprint(which is now off-gcd) are at least decent racials.The alliance racials are relatively balanced,so roll this if you are a 14 year old girl and like the Twilight saga.


General Notes:Racials are more balanced now than ever before.I strongly recommend going with what you prefer in terms of looks and animations since everyone has useful abilities nowdays.

Combat Ratings
Hit: 120,108 hit rating for 1% hit
600,54% for 5% hitcap

ARP:R.I.P.

Crit: 179 crit rating for 1% crit.Whether this or mastery is the best secondary dps stat is debatable.Personally,I prefer crit,because you already start with relatively high mastery whereas crit chance sucks at start.

Mastery:179 mastery rating for 1 mastery.You start with a base 8 mastery.In most cases,you'll have to chose to reforge to mastery or crit and the answer to this is personal preference.

Expertise:30 expertise rating for 1 expertise.Expertise works like hit rating,as in every point of expertise rating improves your chance to not get dodged/parried,you don't need to "climb up a scale" and get 1 expertise higher for it to work,even if it's not shown in the tooltip.

Casting enemies can't dodge,nor can people who are being attacked from the behind.However,more often than not you will have to stun or CS someone from the front,which is where expertise comes to play.Some people prefer to reforge expertise to 4% which is a solid plan since most casters run around with 4%ish dodge.Think of this as the "reliability" stat.


Gearing: Unfortunately,there isn't much gear or gemming diversity in cataclysm.On the bright side,this means people who are in high end pve guilds don't have an advantage any more.

Because of this,I don't see the point of making a chardev with the starting gear,I'll simply give some guidelines instead.

As arms:

Opt for a full pvp set,starting from the honor gear.Avoid pieces with haste(ie buy the expertise bracers and the mastery cape).As of now the pvp leggings are the best you can get despite having haste on them (simply reforge it away).

Make sure you pick all the socket bonuses(excluding haste ones,these are optional).Use any combination of str,str+resi,or resi gemming on yellow and red slots and hit rating or str/hit on blue ones.Reforge hit appropriately so you meet the hit cap.

Concerning trinkets,here's how they work:

All "on proc" trinkets of cataclysm have an internal cooldown 5 times their duration.This is generally true for all trinkets aquired from pve.

Bloodthirsty Gladiator's Insignia of Victory (http://www.wowhead.com/item=64763) seems to be an exception and have a cooldown of 60 secs,which averages out as 304 str if it procs every time it's up.

Bloodthirsty Gladiator's Badge of Victory(http://www.wowhead.com/item=64689) grants 1520 str whenever you want,for 20 secs on a 120 sec cooldown.This averages as 253 str if you use it every time it's up,however you can line this up with a deadly calm/racials/recklessness/throwdown/partner cc or whatever,so I'm inclined to say that this is the superior trinket,despite having lower average stats.

Use whichever you think suits you best.If you're human,you should either go for double badges(you can't activate these at the same time,but you can use them one right after another) or for badge/insignia because the battlemaster trinkets are somewhat lacking for warriors in most cases.If you think it'll help you however feel free to try it out.

As Fury:
Pending


PvE corner:In case you're running baradin hold or pugging for whatever reason and you need a quick look:

In case you can't read the title of this part,these stat priorities are for PVE

Fury: BT/RB/BT/Freeglobal-repeat is the rotation.CS>shouts>slam priority list on free global,burn rage with HS inbetween.Spam execute/cs on 20%.
stats are 5% hit>26 expertise>str>hit>crit>haste>mastery

arms: CS>MS>OP and burn rage with HS.Ignore slam atm.
5% hit>str>crit>mastery>expertise up to 26>haste
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#2 Powerslave

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Posted 02 December 2010 - 03:54 AM

Arms playstyle
i. Sustained Damage and Damage Sequences
ii. Bursting
iii.Against melee
iv. Common Mistakes
v. Inner Rage and resource management

First of all,it's great for every warrior to have an addon (like powerauras or classtimer) that tracks the duration of the buff "taste for blood".This is important so you don't mess up your overpowers, especially for newer players. After you gain a lot of experience with the spec, an addon tracking TFB is not an *absolute* requirement because you will know when overpower is going to proc again.

However,there's no reason to not use a mod tracking it unless you intend on training for tournament play.(if you don't play with any addons your life is going to be a bit harder but eventually it won't be a problem)

Some shortcuts you're going to meet in this section:
TFB=Taste for blood (overpower proc)
MS=Mortal Strike
OP=Overpower
CS=Colossus Smash
HS=Heroic strike
DPS=Damge per second
DPR=Damage per rage
DC=Deadly Calm
Ltts=lambs to the slaughter

Sustained Damage and Damage Sequences

Achieving maximum sustained damage as an arms warrior is not very complicated(although it depends greatly on RNG), and can be summed up in a few golden rules.

A)Never skip an overpower.

Keep rend up 100% of the time and use all TFB procs before you're about to get a new one.TFB is a 9 second buff with a 5 sec cooldown which means that the latest you can use your OP is when you have 4(actually anywhere before 3,unless you multi rend,but do it at 4 to be on the safe side) seconds remaining on TFB.If you don't ,the new TFB will override the old one and you're going to "lose" an OP.

While overpower doesn't hit that hard,the crit chance is very high (60%+ as opposed to 10-20% on every other strike.This is very significant due to deep wounds) and it costs just 5 rage,making it by far the best DPR move we've got.

B)Smart CS usage.

CS can refresh randomly on any attack you do,which means you want to usually use it asap when it's up so you don't waste a sudden death proc.Using your CS fast is very important,however what's more important is using it efficiently; Never CS when you're low on rage.

CS greatly amplifies your damage (depending on the target,it can be up to an 110% damage increase) so you want to squeeze as many attacks as possible in it's duration.It lasts 6 seconds and triggers a 1.5 seconds gcd,which means you can use 3 on gcd abilities within the duration, plus up to 2 HS depending on your rage.

If your CS lands at t=0, ideally you have an on-gcd special on 1.5,3 and 4.5 sec.Notice there's an 1.5 sec gap in the end so if your latency prevents you from landing the attacks perfectly,it doesn't matter very much,you'll still get 3 specials off.

If possible,wait for a double OP for your CS

Right now ,CS+MS+OP+OP is the best sequence you can do within a CS.

How to double OP?Simply wait until your TFB buff is at 4 seconds.Rend ticks every 3 seconds,so your TFB will refresh when you actually have 3 seconds remaining on the buff (unless more than 1 targets is rended) and you'll be able to OP right in the next global.


C) Keep your target snared ALWAYS!

If your target is not snared, even though you're on him sometimes you won't be able to melee him due to lag on your or his side.White auto attacks do almost no damage,warriors depend on them to generate rage.Keeping your target snared 100% of the time is vital for rage generation and good dps!

Note to more experienced players: I know that you sometimes let the snare drop off and it's the right choice but for someone who's not totally sure about what's he doing, leaving his target unsnared is the wrong choice 99.99% of the time.For example if your target is 20% and you think you'll kill him,no snare can fuck with your auto attack, giving you no rage and consequently no execute.

In other words : When in doubt ,KEEP THE SNARE UP.

Bursting

Bursting as a warrior depends on cooldown availability and CS management.Since we're expecting a patch 10 days after this is being written,I'm going to ignore the +15% damage version of inner rage completely and edit this later.

Realistically,it generally won't be possible to line up a perfect burst sequence, so I'll try to list the abilities you want up in a priority list.

Firstly,you never,ever want to burst someone without CS up.While it's possible to swap on someone with DC and hope that your special attacks spam will give you a sudden death proc,it should be avoided.

If possible,you'd want your main target to be stunned for a relatively long duration,which means either a full charge or a full deadly throw.Then you want to save DC and trinkets/blood fury/berserking which is pretty much common knowledge.

If you want to do great damage(the kind of damage people will complain about) however you'll need a bit more than that.Assuming recklessness is available,make sure LTTS is up and mortal and ms is off cooldown.Rend should also be up on your target.

When the CS lands,you should be on berserker stance and Reck+MS+HS.Reck and Hs are off gcd so this combo is possible,and MS+HS benefit from reck more than OP.Afterwards,go battle and use your double OP (and basically continue your normal dps rotation).Deadly calm should be used whenever you run out of rage in the duration of your burst,which allows you to spam yellows for 10 sec and then leave you at full rage (so you spam a bit more).

If an enemy drops below 20% , execute him immediately if CS is on the target.If not,CS then execute.If CS is not available and you have enough rage,MS then execute.Ltts is a huge boost for finishing someone off.

Against melee

Against melee,demo shout and thunderclap are great tools.Here's how clap affects each class:

Rogue/Cat: -20% attack speed and -20% energy regeneration
DK: -20% attack speed,20% slower recharging on runes,indirectly slows runic power regeneration,if gargoyle gets summoned while clap is up then it will be 20% slower for the whole duration
Warrior/bear: Just -20% attack speed.Rage gain reduced accordingly (not per hit,just less hits overall so less rage)
Hunter: not really melee,but I don't think thunder clap affects them at all
Enhance Shaman: -20% attack speed,indirectly reduces mana gain,less maelstrom weapon procs (which can be used for instant hex,heal or nuke)
Ret Paladin: -20% slower attack speed and 20% increased cooldown on crusader strike (Needs to be tested further)

If you find any of these are wrong PM me so I can fix it.

In cataclysm all melees(hunters included) have high avoidance,since agility and strength give dodge/parry respectively.High expertise will help you here however there's a couple more things you can do to help yourself:

-Always attack people from the back if you can help it(this applies to casters aswell).You can't dodge on parry when being attacked from the ass.

-If someone is running after your partner,intervene and go to max melee range(from his back) before disarming him.Server lag will often screw you and you'll get parries even though you're behind your target in your screen.This will help combat it.\

- (intervene->)Charge->CS to make sure your CS lands,stunned targets cannot avoid.

- Against slower people,leap behind their back and throwdown.Hilarious when it works.

- Do not ever give people your back.This will greatly mitigate the damage you take,as well as save you from getting stunned and disarmed.If you go after some melee's healer and that melee is attacking you,don't just use W to go after the healer,try to strafe in a way so that you're facing the melee while going after the healer.You can melee people in a fairly large arc.When going toe to toe with someone,strafe like a retard.You do not want melee classes on your ass,EVER.

-Do not use your gapclosers for flashy shit.Only waste your cds if landing the stun/cs is very important.
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#3 Powerslave

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Posted 02 December 2010 - 04:02 AM

Fury playstyle



edit: at this time I have no plans of writing a guide on fury playstyle as arms is now best at everything.
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#4 Bulldozer

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Posted 02 December 2010 - 04:03 AM

Also going to be handy when catching up with flag carriers and all kind of faggots that run from you.


lol'd, awesome words
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BUILD THE WALL DEPORT THEM ALL TRUMP TRUMP TRUMP MEXICO WILL PAY

#5 Vadren

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Posted 02 December 2010 - 04:12 AM

This FAQ helped me.
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#6 Magnetox

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Posted 02 December 2010 - 04:25 AM

yeah uhh... glyph of intercept is 100% necessary for arms. kthxbai
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#7 Vira

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Posted 02 December 2010 - 05:10 AM

Good job so far
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#8 Xonkk

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Posted 02 December 2010 - 06:03 AM

The 5 more yards on charge is now a major glyph, not a minor one. Looks good otherwise.
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#9 Gowan

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Posted 02 December 2010 - 06:27 AM

btw i know this isnt exactly on topic but did blizz add the wierd attack sounds in last patch cause i only just logged on and have noticed them, pretty anoying imo
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#10 Vira

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Posted 02 December 2010 - 06:35 AM

IMO change Rapid Charge to Intercept or Long Charge
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#11 ßlackjack1296682189

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Posted 02 December 2010 - 06:48 AM

btw i know this isnt exactly on topic but did blizz add the wierd attack sounds in last patch cause i only just logged on and have noticed them, pretty anoying imo


I hope this is a bug, if not i try to get a file that changes my sounds. :(

everyone sounds like a feral right now.
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#12 Barburas

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Posted 02 December 2010 - 08:14 AM

You totally want glyph of piercing howl over shield wall.

Also you really don't want glyph of rapid charge - should be glyph of long charge.
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#13 Skeyz

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Posted 02 December 2010 - 08:17 AM

don't forget blood elves in the horde races category
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Wow I'm really surprised a paladin thought of this

You do realize that he plays a paladin in a game and is not, in fact, a real-life paladin?


^Paladins are too stupid to write useful macros hurr-durr.

#14 Panzerkampf

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Posted 02 December 2010 - 09:18 AM

The 5 more yards on charge is now a major glyph, not a minor one. Looks good otherwise.


Indeed, and it's also renamed to glyph of long charge.
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#15 Powerslave

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Posted 02 December 2010 - 01:47 PM

You totally want glyph of piercing howl over shield wall.

Also you really don't want glyph of rapid charge - should be glyph of long charge.


I haven't added the glyphs yet,i'll add the descriptions of all glyphs,rather than just the ones I think are better (because major glyphs are highly subjective)

In the description,I'll say which one is a cookie cutter and which one is a weird one that noone uses

edit: I'm done with arms glyphs.How do they look now?
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#16 Xonkk

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Posted 02 December 2010 - 04:20 PM

Glyph of Long Charge:...(40 yards,this will make your charge 30 yards range)...


The glyph makes it 30 yards, not 35.
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#17 Powerslave

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Posted 02 December 2010 - 04:36 PM

The glyph makes it 30 yards, not 35.


thanks for the correction
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#18 Broxis

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Posted 02 December 2010 - 04:44 PM

lol arp in the combat ratings. This is a LOT of work, good luck compiling the sheer amount of shit that needs to be in this. Someone needed to do it though, so we can just link it when people ask the same 6-7 questions.
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:warrior::mage::paladin:

#19 newbies

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Posted 02 December 2010 - 04:55 PM

from http://elitistjerks....l_85_cataclysm/

Combat rating per % of..
hit: 120.109
crit: 179.28
resil: 276.12299
haste: 128.05701
exp: 30.0272
mastery: 179.28
agility to crit: 243.6 (for warriors only, hopefully not relevant)

for warrior pvp..
hit cap (5%): 600
exp soft cap (26): 781
caster dodge cap (20): 600

On a side note every stat costs just under 4 times more per % than at level 80.
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#20 Dante

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  • EU-Dunemaul
  • Cataclysme / Cataclysm
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Posted 02 December 2010 - 05:01 PM

Since there is Expertise on a few items, would be worth it to go for the cap on caster dodge (assume it's 5%). Since lets be honest if you are being kited by a caster he will be facing you, you won't always be able to throwdown him from behind or what not.
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