State of warrior in 5.2
#41
Posted 17 January 2013 - 02:57 PM
#42
Posted 17 January 2013 - 02:59 PM
CrossBlesserx, on 10 January 2013 - 03:22 PM, said:
congratulations, your post made me want to sell my account
#43
Posted 17 January 2013 - 03:40 PM
#44
Posted 17 January 2013 - 03:58 PM
#46
Posted 17 January 2013 - 05:01 PM
#49
Posted 17 January 2013 - 09:18 PM
#50
Posted 17 January 2013 - 09:32 PM
#52
Posted 17 January 2013 - 09:45 PM
Surel, on 17 January 2013 - 02:59 PM, said:
Sarcasm is "a sharp, bitter, or cutting expression or remark; a bitter gibe or taunt",[1] usually conveyed through irony or understatement.[2] Most authorities distinguish sarcasm from irony;[3] however, others argue that sarcasm may or often does involve irony[4] or employs ambivalence.[5] Many authorities have argued that sarcasm is the lowest form of wit.
#53
Posted 17 January 2013 - 10:21 PM
Caribou, on 17 January 2013 - 09:18 PM, said:
I found it to be really odd that some people thought warriors were going to be "meh" at mop launch. I thought it was quite obvious that they were going to be op as hell.
boathouse, on 17 January 2013 - 09:32 PM, said:
The issue with the changes thus far is that... It has completely destroyed defensive stance play as arms. Meaning, if you go in Dstance, you really won't be doing any damage. It's difficult to preform an OP+ keep up hamstring/TC on targets.
You should lose damage for sitting in Dstance. Especially when doing it just for the hell of it. But all this does is promotes the whole "train the warrior into the ground". Since our survival is going to be nerfed from live, and that we will do little damage in Dstance, it will probably become the most dominate strat against warrior teams again.
Of course, this is just for arms. Fury can still do good damage even when sitting in D. And it will get a whole lot better next patch(when compared to arms). I also always thought that fury would be the go to spec.. at some point in MoP.. Due to how horrible arms scaling is.
In short, 10 rage on OP hurts arms far too much.
Also, the second wind nerf is just dumb.
And so is the warbringer change. It's not even an option any more really.
Edited by Deonto, 17 January 2013 - 10:27 PM.

All credit goes to Beldam for this (amazing) meme.
#54
Posted 18 January 2013 - 12:59 AM
It's like blizz just demands s11 back. Rogue teams everywere tunneling warrs and killing them in kidneys.
Nerfing our cc. And nerfing it again.. and again.
Sure. Warr is not intended to be a cc class. But instead of nerfing our mobility into the ground like in s11 they catch us at survivability?
Atleast we get some haste and mastery buff to offset for the overpower nerf. But what is there to dmg if your forced defensive all game?
#55
Posted 18 January 2013 - 11:30 PM
- Deadly Calm - has been removed. We added it in a weak moment - a perfect example of button bloat for limited gain. Our intentions, as always, were noble.
- Glyph of Incite - no longer procs from Deadly Calm. Now procs from Demoralizing Shout.
- Glyph of Overpower - now using Overpower during Die by the Sword increases the duration by 1 sec per use.
The overpower glyph is... interesting.
Taken from someone off wow forums:
prepartion: 3 stacks of TFB
0s-MS (Increase to 5 stacks)
1.4s-DBTS (due to end at 9.4s)
1.5s-OP (extends to 10.4, down to 4 stacks)
3.0s-OP (extends to 11.4, down to 3 stacks)
4.5-OP (extends to 12.4, down to 2 stacks)
6.0-MS (up to 4 stacks)
7.5-OP(Extends to 13.4, down to 3 stacks)
9.0-OP(Extends to 14.4, down to 2 stacks)
10.5-OP(Extends to 15.4, down to 1 stack)
12.0-MS(up to 3 stacks)
13.5-OP(extends to 16.4, down to 2 stacks)
15.0-OP(extends to 17.4, down to 1 stack)
16.5-OP(extends to 18.4, down to 0 stacks)
18.0-MS (up to 2 stacks)
18.4-DBTS expires after being up for 17 seconds (up from 8s base)

All credit goes to Beldam for this (amazing) meme.
#56
Posted 19 January 2013 - 06:17 AM
Deonto, on 18 January 2013 - 11:30 PM, said:
- Deadly Calm - has been removed. We added it in a weak moment - a perfect example of button bloat for limited gain. Our intentions, as always, were noble.
- Glyph of Incite - no longer procs from Deadly Calm. Now procs from Demoralizing Shout.
- Glyph of Overpower - now using Overpower during Die by the Sword increases the duration by 1 sec per use.
The overpower glyph is... interesting.
Taken from someone off wow forums:
prepartion: 3 stacks of TFB
0s-MS (Increase to 5 stacks)
1.4s-DBTS (due to end at 9.4s)
1.5s-OP (extends to 10.4, down to 4 stacks)
3.0s-OP (extends to 11.4, down to 3 stacks)
4.5-OP (extends to 12.4, down to 2 stacks)
6.0-MS (up to 4 stacks)
7.5-OP(Extends to 13.4, down to 3 stacks)
9.0-OP(Extends to 14.4, down to 2 stacks)
10.5-OP(Extends to 15.4, down to 1 stack)
12.0-MS(up to 3 stacks)
13.5-OP(extends to 16.4, down to 2 stacks)
15.0-OP(extends to 17.4, down to 1 stack)
16.5-OP(extends to 18.4, down to 0 stacks)
18.0-MS (up to 2 stacks)
18.4-DBTS expires after being up for 17 seconds (up from 8s base)
this is very interesting



Lvl 1 DK Legend Covlol
#57
Posted 19 January 2013 - 07:54 AM
I like the changes to our regen abilities, they are nerfing second wind (but only while stunned?) but they are opening up other options. Enraged regen was absurd because of the rage cost, but now it is manageable. Impending victory is definitely viable against opposing melee teams (especially a DK team).
Should be a fun season!
I'm not the only one bored of shockwave and avatar am I? Its BLADESTORMBOLT TIME
Edited by Draedx, 19 January 2013 - 07:56 AM.
#58
Posted 19 January 2013 - 08:00 AM



Lvl 1 DK Legend Covlol
#59
Posted 19 January 2013 - 08:24 AM
Draedx, on 19 January 2013 - 07:54 AM, said:
I like the changes to our regen abilities, they are nerfing second wind (but only while stunned?) but they are opening up other options. Enraged regen was absurd because of the rage cost, but now it is manageable. Impending victory is definitely viable against opposing melee teams (especially a DK team).
Should be a fun season!
I'm not the only one bored of shockwave and avatar am I? Its BLADESTORMBOLT TIME
Zerstiren, on 14 August 2011 - 01:21 AM, said:
Primex, on 23 March 2011 - 04:34 PM, said:
simonfra1234, on 25 August 2011 - 08:46 PM, said:
#60
Posted 19 January 2013 - 05:25 PM
Covlol, on 19 January 2013 - 08:00 AM, said:
Braindance, on 19 January 2013 - 08:24 AM, said:
I think it would look more like this dmg*(1-D)(1-R)
200,000*(1-.25)(1-.70)=45,000
200,000*(1-.15)(1-.70)=51,000
(Battle)200,000*(1-.70)=60,000
51,000-45,000 = 6,000
Lets try on an even higher damage hit.
450,000*(1-.25)(1-.70)=101,250
450,000*(1-.15)(1-.70)=114,750
(Battle)450,000*(1-.70)=135,000
114,750-101,250 = 13,500
The impact does not look too severe on a singular hit, but I'm sure it adds up. Battle could use a 5% damage reduction, but the amount of damage you put out while in battle is really high (12-13 rage a hit compared to 0). That means; if you are in Battle stance overpowers cost less than an auto attack.
I think we have a lot of defensive utility and being afraid of being trained is just silly, get a partner who can change the game when they are free to cast, like a warlock or shadowpriest. I think this upcoming season is looking fine for Warriors, and the only reservation I have is, "how will I protect my healer from Rogue DK."
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