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Member Since 17 Nov 2009
Offline Last Active Sep 26 2013 07:22 AM

#3879198 US-VINDICATION 3v3 S13

Posted Blackrat5521 on 23 April 2013 - 07:19 PM

my dick dripping in the blood of the innocent

#3897623 Official Hunter Hotfix Notes

Posted varellz on 11 June 2013 - 12:58 AM


Arcane Shot now deals 10% more damage. [Requires a realm restart]
Cobra Shot now deals 10% more damage. [Requires a realm restart]
Steady Shot now deals 10% more damage. [Requires a realm restart]



yes  gimme that Posted Image one time <3 ;D

#3889674 Guide to Gemming in 5.3

Posted Veev on 21 May 2013 - 01:02 PM

I have updated my warrior spreadsheet for patch 5.3.

TL;DR version: Use the highest ranking gear and gems found here.

Red sockets: Inscribed Vermilion Onyx
Blue sockets: Piercing Wild Jade or Radiant Wild Jade
Yellow/prismatic sockets: Smooth Sun's Radiance
Meta: Still personal preference, but probably Reverberating Primal Diamond or Powerful Primal Diamond (and PvP meta once you can use it)

Slightly longer version: Resilience, in my opinion, is no longer worth gemming for.  The amount of resil on gems has been cut in half, without any increase to the effectiveness of resil.  The only time I can see gemming resil being worth it is if you are 100% sure you will be trained from start to finish (perhaps something to setup a 2nd set of gear for).

PvP power has been cut in half now as well, making it so that no one should ever gem primarily for PvP power.  Strength is hands-down better than PvP power now, and--somewhat surprisingly--crit is actually better than strength.  The only minor exception to this is that while Recklessness is up, strength is probably slightly better than crit, but crit is going to be significantly better overall.

Another interesting thing to note is that you may want to use crit/hit gems in your blue sockets (instead of crit/PvP power).  Assuming that you value hit equal to mastery (the median value of crit/mast/haste, for reforging purposes), and since 160 mastery is > than 80 PvP power, you will be better off gemming for hit and then reforging those would-be hit rating points into more mastery.  However, if you're forced to reforge those points into haste instead, it wouldn't be worth it (since 80 PvP power > 160 haste).

And please note that you still want to use strength enchants for bracers/gloves/etc.  1 point of strength is far superior to 1 point of crit (as compared on most enchants), but on gems you are comparing 1 strength to 2 points of crit.  And the resil chest enchant is still the best, since that has not been modified.

Good luck to fellow warriors on hopefully feeling viable again this patch.

#3885653 WoW down to 8.3 million subscribers

Posted Affect on 09 May 2013 - 07:56 AM

I think it's to be expected. The people that "grew up" on WoW are getting older and are either going to more casual games or stopping completely. These later generations are tuned more towards console games or MOBAS. Not to mention there is no competitive scene in WoW. It's amazing how many people can get pulled towards a game that has 100s of thousands of dollars in prize pools.

Honestly, I believe streamers have caused some of this. Due to the amount of variety in streamers it's very easy to watch them and ultimately have them play for you. This isn't a diss to any of the streamers at all, it's actually quite impressive what some of those streamers have come up with and/or have going for them.

WoW is without a doubt a dying game. A very slow dying game, but one nonetheless. However, you can't knock them having such a successful life span. It is still ultimately the smoothest running MMO out there. I am quite sure they are happy with how well and for how long their game has stayed popular. I don't think it's even their fault. Yea the game has problems, as does any game. I believe it's just MMO's in general that is a dying breed.

The game itself is just old, yet still has almost complete control in the MMO market. So kudos to them. With that being said I don't believe they'll ever see an increase in subscribers. Maybe a few short spike resubs, but I don't ever foresee them going over 10m ever again.

#3876318 And they say Mirlol is an asshole

Posted Thaya on 16 April 2013 - 11:46 PM

Someone being an asshole in whispers doesn't deserve a thread.

#3882340 US-VINDICATION 3v3 S13

Posted Pradafiend on 30 April 2013 - 07:10 AM

View Postquikkz, on 30 April 2013 - 06:08 AM, said:


miss you bitch :(

#3882691 2k Triple DPS vs Rank 1 Team What is this game

Posted Gsgsgsgsgs on 01 May 2013 - 02:39 AM

View PostBigmoran, on 01 May 2013 - 02:31 AM, said:

this thread is dumb

+rep if you agree

Posted Image

#3877714 Reminiscing 5.1 - "Warriors vs. Rogues - Patch 5.1 vs. 5.2" (Video)

Posted Vexxius on 19 April 2013 - 01:51 PM

DISCLAIMER: In all truth, Warriors are certainly viable. I made this video just for fun, and I thought my fellow Warriors might find the content of this video comical.

(skip to 1:26 to bypass the Patch 5.1 crit montage)

Looking back to last season, Warriors were truly ridiculous in every regard. It's time to let Rogues shine for a bit.

Also, while we're at it, I recently uploaded a bunch of Warrior PoV matches at high ratings from S13, so feel free to take a peek.

Hope you enjoy.

#3873772 The sad, sad state of warriors

Posted Braindance on 11 April 2013 - 05:29 AM


The golden age
It pains me to say that, but no one can refuse that WotLK was by far the best era for warriors. 10 second spell reflect, charge and intercept, amazing damage, bladestorm, strong sword and board play. In retrospect it was a paradise - you had every tool you needed in your disposal. There were lots and lots of things separating a good from a bad warrior, mainly because of our skill set variety.

The current age
Through cata and MoP, we have been stripped of everything:
  • Our defensive play relies on a passive skill and a ridiculous stance, without much action required from our part
  • Niche abilities have been removed from our arsenal - intercept, shield block, baseline bladestorm
  • The new rage system, while ideal for pve, is a total failure in pvp
  • Many of our abilities are frozen in time since WotLK or even BC
In this new era of abilities like cloak and dagger and RoP we don't have much to offer apart from our damage which is rivaled and even surpassed by other classes now - dks and mages(!?) come to mind. As Veev said, our playstyle is straight Hulk Smash. We have 0 finesse moves to "shine", mainly because we don't have sufficient tools to react to various situations. Eg. we once had improved hamstring and we were one of the very few classes with a disarm. Now almost everyone has a root effect and a disarm. We used to have MS, but its importance has vastly diminished over the years.

Long story short, even though we are still viable, the playstyle plainly Sucks (with a capital s). All you do is damage. Getting trained? Go defensive stance and still do damage. Partner dying? Use a shockwave, throw a charge, do damage and hope for the best.

We are heavily dependent on long cooldowns.Sure, throwing heavy crits every 3 mins is fun, but it becomes quite boring after a while.

Shield wall is by far the most outdated, pathetic cooldown in the game. 40% damage reduction every 5 minutes - requires a shield. Let's take a look at the more fancy melee cooldowns of 2013:
  • Icebound fortitude: 20% damage reduction, stun immunity for 12 seconds, 3 minute cooldown
  • Combat readiness: 10% mitigation that stacks up to 5 every time you are hit by a melee or ranged attack, 20 second duration, 2 minute cooldown
  • Cloak of shadows: no comment
  • Anti-magic shell: no comment
  • Shamanistic rage: 30% damage reduction, usable while stunned, 1 minute cooldown
  • Survival instincts: 50% damage reduction, 3 minute cooldown
  • Divine protection: 40% magic damage reduction, 1 minute cooldown
  • Barkskin: 20% damage reduction, 1 minute cooldown
It is immediately apparent that all of those abilities have the following common traits:
  • They all have relatively small cooldowns

  • They provides bonuses with minimal trade offs, allowing the user to stay offensive
I am not even gonna compare things like deterrence, dispersion etc. While it is true that we were given a strong 2 min cd defensive cooldown, it doesn't make up for the fact that once shield wall is down you are almost always 100% dead. It is a far superior, and more involved playstyle, to have short defensive cds that you can use proactively or actively before/ during every big swap.
Of course I am not implying that some of the classes with the above cds are better than warriors right now - they are not, but their weaknesses lie in various sectors and not in their defensive cds department.

A more involved playstyle
Changes have to happen, to make our playstyle more interesting, involved and, at the same time, less frustrating to our opponents:
  • It is an affront to any intelligent player, having to play with second wind and a moronic, bloated, passive -% damage reduction. it is reminiscent of s5 dk playstyle in a weaker form. Make defensive stance a mere 10% damage reduction - bring back sword and board. 10 second reflect back -  being "op" in rbgs was a joke in the first place

  • The rage system has to change. Whilst the active component of rage gains is OK, the passive one blows. We used to be angry all the time with a glowing red bad underneath our healthbars when trained - now I can have a mage and an sp blowing their loads all over my screen and my character is calm like a lamb

  • Introduce training protection - warriors ALWAYS had training protection either in the form of rage or enrage. I am not asking for a 25% enrage to come back, but rage MUST come back

  • To keep pressure up outside of cds we have to use almost every global to do damage. We don't have the luxury of casting sheeps, or blinking all over the map to  gain momentum. Therefore it is unfair to have hamstring fill 20% of our globals. Almost every melee has its slow integrated in a main attack - why is this not the case for us? Either that, or force all other melees to manually apply their slow every 6 seconds like we do. And 7 rage for a hamstring when your auto attack every ~3 seconds generates 12 rage IF in battle stance is a no-no

  • Why are some of our most interesting abilities in the same talent tier? Why is safeguard in the same tier as mass spell reflect? Why is piercing howl not baseline?

  • Berserk stance in pvp is almost entirely worthless. It is good for pve but it has 0 pvp usage - I've tried it countless times and it's so situational it's not worth wasting the 3  sec cds on stances

  • Why do stances have 3 sec cooldown...?
I am not optimistic at all knowing Blizzard. It is a shame that things like trinkets or single abilities are looked at, but classes in a more global, dynamic scale are neglected. I also don't believe that the new pvp developer wants to push such drastic changes into place. At best, they will keep tweaking numbers. But because hope is a human thing, I shed my thoughts here waiting for a miracle.

Tell me what you think.

#3865173 US-VINDICATION 3v3 S13

Posted Seafish on 22 March 2013 - 04:25 AM

hi guys

#3861492 US-VINDICATION 3v3 S12

Posted Raystigz on 14 March 2013 - 07:09 AM

quikkz are you back yet

#3820890 US-VINDICATION 3v3 S12

Posted Raystigz on 14 December 2012 - 05:02 AM

View PostBlackrat5521, on 14 December 2012 - 02:20 AM, said:

wayne, we're gonna have a good long hard conversation on a good spectrum of things

or else im gonna ddos you

#3759086 RIP vindication

Posted xvee on 04 September 2012 - 06:57 AM

reppin' dat marlo stanfeild i see

#3705156 Warriors and the Arena

Posted Pradafiend on 21 May 2012 - 10:08 AM

View Postquikkz, on 21 May 2012 - 04:26 AM, said:

then get off the warrior forums, if you don't want to hear people whining about them

are you lost?

shut up noob face warriors n warlocks both start with 'w' PRETTY EASY TO GET CONFUSED

#3699758 Which legendaries were the most/least OP?

Posted averagepriestz on 07 May 2012 - 10:56 PM

Well it depends. I'll create 2 lists:

In terms of being overpowered:

Glaives (damage output and a counter to Warlocks, who were very dominant - Was out in S2 and were still best weapons in S4)

Dragonwrath (came out in S10, had a 10% proc chance and how the game was / still is meant you could take a double 40K crit - S11 it was nerfed, and T2 weapons were pretty similar in overall damage)

Shadowmourne (One of the longest seasons, way too easy to farm and pug, even went to offspecs in the end. The proc was nerfed almost instantly so you couldn't unload all of the shadow damage to 1 guy. Melee cleaves weren't very dominant in the top 10 spots and most caster setups could counter it - even though a TSG / Doublehealer could get really far with a slow skillcap at low Gladiator level, but was never really a issue personally for me, having it on my own team aswell. There was no setup in 3v3 or 5v5, despite having 2 or 3 Shadowmournes that was not manageable with simply being better than them)

Fangs (Proc is unreliable, often goes to waste, the damage is not that much compared to T2 regardless. Rogues are the problem and their talents to ignore armor / smokebomb)

Thor'dal (Was designed around using Steady Shots, which would hurt like a truck if he got to nuke you for a bit)

Val'A (When it came out it was same iLvl as the T2 weapon, proc was nothing big. Was mainly overpowered in 2v2 with a Protection Paladin, which I really couldn't give a shit about anyway)

Now in terms of having a major impact on the game, and being widely spread I would probably have to go with:


I think however people forget that trinkets have had just a much of an impact, if not larger, on the game in a clear negative way. They drop often, are useable for every class.

Phyl, DFO, Solace, Grim'Troll, DBW, Deaths Verdict, Cunning, Vial and Windward.