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Warriors in 6.0 WoD Flavour is god igniteweaponigniteblunt

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#441 Jalopy

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Posted 24 August 2014 - 02:10 AM

View PostEzyo1000, on 24 August 2014 - 12:05 AM, said:

They just need to tune all 3 dps specs to be within 1-2~% of each other so we can all play what we want.

PVE knocked, never ever happening.

Also a 300% WD hit w/an incap on it sounds absolutely retarded. The ability should be scrapped.

#442 Ezyo1000

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Posted 24 August 2014 - 02:36 PM

View PostJalopy, on 24 August 2014 - 02:10 AM, said:

PVE knocked, never ever happening.

Also a 300% WD hit w/an incap on it sounds absolutely retarded. The ability should be scrapped.

I know it will never happen, Its just wishful thinking to ever believe dps specs would be close enough that the difference is hardly noticeable and you can play what ever is fun and still be optimal, But the thought of having to actually play prot sounds boring. Glad stance sure because atleast your not an actual tank just loling around trucking people while they do jack to you.

Also with Siege, they could cut the damage in half or make it do 1/3 of the damage to pvp targets, or even do zero damage altogether if it had a knockback and 4 sec incap on it. The point of what i was saying is that if they are going to make something replace fear, it should atleast do something useful other then stun for 1 sec and knock your target out of melee range. Cause thats a complete waste of good cc in intim shout.

#443 Speedymart

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Posted 25 August 2014 - 04:03 AM

Stop the bickering and GoProt
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#444 lol_awful

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Posted 25 August 2014 - 11:32 AM

For prot what spec are you thinking all the way down? Glyphs?

#445 Speedymart

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Posted 25 August 2014 - 06:17 PM

View Postlol_awful, on 25 August 2014 - 11:32 AM, said:

For prot what spec are you thinking all the way down? Glyphs?

Leap/Dispell/X (Shatter against mage/pal)

2/1/1/2/2/1
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#446 Covlol

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Posted 26 August 2014 - 12:22 AM

how shitty is specking warbringer just for the stun?
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#447 Pinka

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Posted 26 August 2014 - 09:51 AM

I guess only for teams where you absolutely do not need mobility.
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#448 Ezyo1000

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Posted 26 August 2014 - 02:51 PM

View PostPinka, on 26 August 2014 - 09:51 AM, said:

I guess only for teams where you absolutely do not need mobility.

By the sounds of beta that would be any caster cleave pretty much. But doesn't the Charge stun Dr with regular stuns? I thought they consolidated all stuns into one Dr.

#449 Speedymart

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Posted 26 August 2014 - 04:06 PM

View PostEzyo1000, on 26 August 2014 - 02:51 PM, said:

By the sounds of beta that would be any caster cleave pretty much. But doesn't the Charge stun Dr with regular stuns? I thought they consolidated all stuns into one Dr.

Short required stuns (Like charge) are excempt from this catagory

Unfortunately 20 second charge is essentially unplayable. On live I already run double time for the crazy mobility it brings, but on beta it's the only viable option I've seen.

The biggest issue is when you try to charge a cast you have to pummel afterward and a lot of the time the cast will finish while you're still charging over. Really hate that and it'll take awhile to get used to as I use charge for interrupts ~40% of the time or so.
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#450 Ezyo1000

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Posted 26 August 2014 - 06:20 PM

View PostSpeedymart, on 26 August 2014 - 04:06 PM, said:

Short required stuns (Like charge) are excempt from this catagory

Unfortunately 20 second charge is essentially unplayable. On live I already run double time for the crazy mobility it brings, but on beta it's the only viable option I've seen.

The biggest issue is when you try to charge a cast you have to pummel afterward and a lot of the time the cast will finish while you're still charging over. Really hate that and it'll take awhile to get used to as I use charge for interrupts ~40% of the time or so.

Ah ok that makes sense. I still think charge itself should have the stun baseline still and if it were too strong they could up the cd on jug.

That reminds me how is charge working against pallys or hunters when they have freedom up? is it charging to the location they were previously at?

#451 Speedymart

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Posted 26 August 2014 - 10:27 PM

View PostEzyo1000, on 26 August 2014 - 06:20 PM, said:

Ah ok that makes sense. I still think charge itself should have the stun baseline still and if it were too strong they could up the cd on jug.

That reminds me how is charge working against pallys or hunters when they have freedom up? is it charging to the location they were previously at?

The root change is absolutely retarded and there is a good reason it has existed since the begining. I really hope they revert it eventually, but honestly it is probably pointless to hope. Freedom or even root dr'd charges are really bad and unfortunate to the point where you're better off waiting for them to waste it before attempting to charge.

Luckily prot really can just BS its way through casters like it always has

Edited by Speedymart, 26 August 2014 - 10:29 PM.

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#452 DoctorSap

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Posted 27 August 2014 - 06:53 AM

By the sounds of it Arms won't really be fun next expansion. I was planning on going war + healer (most likely resto dru), I'm wondering if I'd have fun, and if it's viable to go healer/prot, or should I just go back to my rogue? I want to play something fun but that is still above average.

#453 Speedymart

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Posted 27 August 2014 - 08:07 AM

View PostDoctorSap, on 27 August 2014 - 06:53 AM, said:

By the sounds of it Arms won't really be fun next expansion. I was planning on going war + healer (most likely resto dru), I'm wondering if I'd have fun, and if it's viable to go healer/prot, or should I just go back to my rogue? I want to play something fun but that is still above average.

Arms is around the practicality of TBC ret

Prot is outstanding so far and I'm not sure what's up with fury, but it'll probably be inferior to prot


Rogues are looking to be very strong and with more rogues taking step I'm sure they'll be fun to play as well

Edited by Speedymart, 27 August 2014 - 08:08 AM.

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#454 Ezyo1000

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Posted 27 August 2014 - 05:12 PM

View PostSpeedymart, on 27 August 2014 - 08:07 AM, said:

Arms is around the practicality of TBC ret

Prot is outstanding so far and I'm not sure what's up with fury, but it'll probably be inferior to prot


Rogues are looking to be very strong and with more rogues taking step I'm sure they'll be fun to play as well

I still question this because i highly doubt blizz is going to allow tanks to be viable in pvp again just for the simple fact that they are suppose to mitigate damage and making them strong enough to kill stuff while the other team does nothing to them because of all the defensive power, that blizz will tune the damage down unless your running glad stance in which case that is more acceptable.

To me as long as fury isn't too far behind prot i'll be ok with playing it. but i think in the end fury or arms will probably pull ahead of prot

#455 Covlol

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Posted 28 August 2014 - 01:48 AM

  • Posted Image Warrior
    • Safeguard no longer removes movement-impairing effects.
Yea buddy :(
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#456 Pinka

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Posted 28 August 2014 - 01:50 AM

Suddenly this. Looks like Blizz is going to the through the ground route again. And ofc. They nerf Warrior damage AND mobility. And do not even touch the other melee mobility.
Safeguard is prob killed as a viable talent now. Forcing all Warriors to spec into mass reflect again. Im all in by nerfing melee mobility.

Nope nerf the class with removing charge stun first. Then nerf intervene range. Then remove two banners. Remove piecing howl and staggering shout. Not enough. Nope remove safeguard too.

Wile monks and ferals can still fly through the map.
It's all fun and stuff. Wanting casters to cast again. But last time i checked interrupts were still on a 15 second cooldown and roots untouched. So effectively. Warrior lost a stun to interrupt and charge. And now casters can relyable root so they can even get more casts off. It ain't going to be fun. Casters will root you and hamstring will fall off and you just try to catch up with damn waddle cause piercing howl is gone. Charge and they will just use their cd to counter. #Inc season 10-11

Again it would be fine. But with blizzard slapping down the damage nerfs at the same time. And kill any means of actually scaling with gear.

But now i get what blizzard wanted with Arms being the slow spec. They meant mobility.

Edited by Pinka, 28 August 2014 - 02:26 AM.

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#457 Covlol

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Posted 28 August 2014 - 02:08 AM

View PostPinka, on 28 August 2014 - 01:50 AM, said:

Suddenly this. Looks like Blizz is going to the through the ground route again. And ofc. They nerf Warrior damage AND mobility. And do not even touch the other melee mobility.
Safeguard is prob killed as a viable talent now. Forcing all Warriors to spec into mass reflect again. Im all in by nerfing melee mobility.

Nope nerf the class with removing charge stun first. Then nerf intervene range. Then remove two banners. Not enough. Nope remove safeguard too.

Wile monks and ferals can still fly through the map.

But now i get what blizzard wanted with Arms being the slow spec. They meant mobility.

Mass reflect replaces reflect and puts on 30 sec cd :( i can handle replacing reflect but fuck the cd...
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#458 Jalopy

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Posted 28 August 2014 - 04:06 AM

The Seasoned Soldier nerf isn't new, it was added just now to the official patch notes from (I think?) the last beta patch.

#459 Pinka

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Posted 28 August 2014 - 11:23 AM

View PostJalopy, on 28 August 2014 - 04:06 AM, said:

The Seasoned Soldier nerf isn't new, it was added just now to the official patch notes from (I think?) the last beta patch.
Figured it out when i posted. Just wanted to state it once more since it actually went from 25 to 10% overall. + Nerfing direct abilities.
Nerfing all these modifiers might prove to a scaling problem in the future.
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#460 Raidek

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Posted 28 August 2014 - 11:54 AM

Incoming Terminator walk while people run ahead of you out of hamstring range.




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