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he just ooooooowned you all ps. maybe he is using Keybind profiler so the 8 9 0 - = have 2nd keybinds
You hit right on spot my friend but its not like my key binds are important or anything.What is important is to figure out what is wrong with slam- im either delusional (might be the case and if it is im deeply sorry) or it is not working properly.Sorry again for the misinformation i posted on the other thread (40% on improved slam).
Dunno why but out of every class in wow the ones coming here with their miserable shitty complaints are rogues.Dunno how the fuck u come here with that iwatchedreckfulsvidimpronow attitude but get the fuck out of those forums.You dont contribute shit you just cry around the big boys whilst rubbing your hands in the corner that your preposterous control remains untouched when at the same time warrior dmg is nerfed to your dps levels.Read the mothafuckin thread and the patch notes and then post.
Posted by Braindance
on 12 February 2011 - 11:10 PM
I would also like to post a suggestion on behalf of danteh (he is banned as of now).
Improved hamstring now grants all your melee attacks (or one of our main strikes) a 50%/100% chance to apply the hamstring snare,and your hamstring ability now roots the target for 5 seconds.This effect may not occur more than once every 60/30 seconds.
Posted by Braindance
on 12 February 2011 - 12:29 PM
I am neither the best warrior out there nor the most experienced on, but with this post i am trying to identify and propose solution to the current state of warriors in pvp (and to some extend pve where arms still lacks quite some).Here we go:
Damage issues As of this point damage is quite fine and wisely distributed through gcds but some minor tweaking could make it a bit better( and i think it is needed).
Increase of mastery weapon damage from 100% to 150% (as of now mastery is not a really desired stat and hits for small amounts-this could help to bring it in line with other dps stats and other classes masteries)
Lambs to the Slaughter should be gained when attacks are evaded through physical defences(parried,dodged).The duration and the amount of stacking is fine and seems like a solid idea since the buff can be eventually dropped during cc (which is totally fine), but it's a shame to lose the stacks you already have from elements of rng given the policy of blizzard since the start of wrath.
Heroic strike damage buffed by 10% or rage cost reduced by 10.Given the recent nerf on heroic strike (it hits for minimal amounts) i think it would be safe to buff its damage by a small amount or reduce the rage cost (best solution would be to reduce the rage cost).
Rend damage buffed by 20%-scaling component buffed by the same amount to bring it in line with other dots.
Overpower may now be usable when rend ticks through damage absorb effects-needed change since it negates 1 out of our 2 dps strikes.
No longer disarmable when using bladestorm-this was a change intended for a year ago when bladestorm and arp granted you godlike status for 6 seconds which is no longer the case.
Mobility issues Our mobility is a bit overnerfed in my eyes and i really think we need some kind of compensation (not nececcarily a comeback of intercept).The following statements should be read one by one and not a whole.They suggest different solutions to the mobility issue through different means.
Charge change reverted to a 1.5 second stun that no longer shares diminishing returns with other stuns AND auto applies hamstring.Charge cooldown lowered to 14 seconds baseline (the glyph could be used to add the hamstring component).
Juggernaught no longer makes intercept share cooldown with charge but intercept and charge are not usable within 8 seconds of each other (8 seconds is the integer part of charge's cooldown divided by two and rounded up-means that if you charge and intercept after 8 seconds you won't be able to charge again after charge's cooldown is refreshed but only after an additional second)
Charge changed to a 2 second stun that no longer dr's with itself (and itself only) ,but heroic leap cooldown is reduced to 35 seconds and apllies an undispellable snare of 60% in a 10 yards area of effect that lasts for 6 seconds (unreducable by talents).Heroic leap allows z-axis movement where z<=of a given height (say dalaran's platform height-not allowed to jump on the platform of course).
Charge breaks out of snares and provides immunity to movement imparing effects for 1 second -1.5 second stun (no drs).An inner cooldown of this could be advisable like once every 2 charges.
Each time you gain second wind,you gain a stacking buff.Once the stack reaches 3 the cooldown of charge is refreshed (no drs again).The stack lasts for 10 seconds.
Defensive play Our defensive play is quite fine but it still remains clunky given weapon swaps (which is fun but limits you due to latency).Here are some suggestions that could help our pressure when turtling and the finesse of the cooldowns itself:
Shield wall cooldown reduced to 2 minutes to get in line with other classes defensive cooldowns.
Intervene may now take spells.That would be the best change imho that would allow amazing clutch play and would add significant finesse to the class itself.
Shield block while reliable in its current form for pve,is not as potent as it used to be.Therefore shield block in pvp should be granting reliable blocks for 100% of the time (say 100% block chance for 20% of the dmg).
Disarm cooldown reduced to 40 seconds given the new potency of weapon chains and pvp sets.
Colossus smash AND overpower usable in defensive stance.That would eventually help our pressure remain at 50% of its potenct when forced into s/b.
Spell reflect is now usable with a 2-hander but instead of reflecting the spell it wards you against it.This could help those with latency problems and a choice is always welcome given that you have to choose between speed or a gamebreaking cyclone reflect.
Enraged regeneration no longer requires an enraged effect and healing increased by 50% (45% of total health) or duration reduced to 6 seconds (faster ticks).Since its a 3 minute cooldown its a bit unfair to heal for less than recuperate or a dk using death strike.
Everytime you recieve 80k or more damage in a 8 second window victory rush is gained(baseline skill).
Random "wishes" for blizzard
Hamstring is now a 60% slow with a 10 second pvp duration (pls santa i will be a good boy).
Piercing howl is now affected by Drums of War
Improved hamstring is now a NEW BINDING!
No more charge jumping.
Recklessness bonus damage debuff is now 10% and the ability itself is undispellable.