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Thazable

Member Since 27 Mar 2011
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#4470710 Legion: How to Fix WW by Balance & Venruki

Posted BalanceRexxar on 08 August 2015 - 07:08 PM

Lingo
Spoiler


Let me start off this post by thanking Venruki, his dedication towards the monk class is very inspiring and this post wouldn't be here without him.

The main purpose of this post isn't to tell a dev what to do. It's here to tell you guys - the reader's - what to complain about because changes in WoW aren't made by single complaints, if they see an issue being brought up enough times they will be more likely to make that change.

source post: http://us.battle.net...pic/18300188992

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Now I know many of you have no intentions of reading all of this so I took the time to roughly explain this post in my stream and highlight it.

http://www.twitch.tv...xxar/v/10001120

Glyphs: 0-3:27

Touch of Karma: 3:27-7:05

Damage: 7:49-26:32

Mobility: 26:32-32:34

TLDW: Changes I want to see going into Legion - 32:50-37:52

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As for the textual post, since many of you are lazy like I am and don't want to watch, listen, or read - here are just a FEW of the many potential solutions that could be made to benefit our class so that it is designed properly.

Now, these changes will all make MUCH more sense if you actually read the post or watch the VoD explaining what is wrong so don't jump to any conclusions.

There are so many solutions to these problems you could go any direction and still accomplish the same goal. I'm not saying any of these solutions are the right ones, I'm simply giving a few of many possible solutions while explaining the major issue with these concepts.
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SOLUTIONS

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Mobility: Windwalkers lost our glove bonus, Spinning Fire Blossom, and an easy way to cast our Fists of Fury, all have contributed to Windwalker's poor OFFENSIVE mobility, we can run away fairly easily but if someone is running from you - good luck catching them. Not to mention disable; the worst slow any melee has.

Solutions: Make a Glyph of Disable that removes the root but takes it off the GCD. Another option would to simply make it off the GCD without a glyph. Making Glyph of Freedom Roll baseline, or making it so when we roll through somebody it slows them similar to Flying Serpent Kick, or combining Disable into Jab. The solutions are endless, any would do.
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Glyphs: Our old set bonus in MoP along with our glove set bonus were turned into glyphs when we already had 3 irreplaceable glyphs, this had a severe impact on WW monks mobility and ability to easily use FoF.

Solutions: Make Glyph of Touch of Karma baseline, possibly Touch of Death, possibly Freedom Roll, and depending on the change to Fists of Fury, possibly make that a 5 yard range baseline as well. There are so many solutions to this problem you could go any direction and still accomplish the same goal.

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Touch of Karma: It can be removed lickity split by any paladin in arena by using Hand of Protection, a minor cooldown that completely negates our most valuable one. I don't believe this is intended or balanced in any way and it has been ignored for two expansions now.

Solutions: Don't make it physical, thereby making it so you cannot BoP it, or if you do BoP it, transfer the remaining absorption into a shield for the monk. Another solution could be making some glyph baseline and adding a glyph that makes it so ToK no longer does damage but instead is purely an absorb effect. There are countless solutions that could work, one just needs to be implemented.

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Chi Explosion: Weak damage > Forced to take it because of our 4 set > Forced to use 4 set because of lack of passive defensives for Windwalkers > Forced to use it because of range because we are sacrificing mobility because of Chi Torpedo.

Solutions: Now there are many ways to approach fixing this, you can A. Increase it's damage (assuming you follow the other solutions for the other problems) B. Buff the other talents to increase their stack generation (for example: whenever you use hurricane strikes you gain X stacks of Tigereye Brew).

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Chi Torpedo: Does too much damage and makes us sacrifice defensive and offensive mobility and is poorly designed.

Solutions: Take the damage out of Chi Torpedo and put it into something else like Rising Sun Kick or Chi Explosion (or Blackout Kick)

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Fists of Fury: Is too hard to land and can easily be shut down resulting in massive damage loss.

Solutions: Give us a 5 yard CAST range, not the cone range that the glyph gives, allow us to be able to use it further away. Also reduce it's damage and increase damage in other abilities that won't get completely shut down because of a charge or a typhoon.

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Storm, Earth, and Fire: The problem is that it gives a false sense of damage and pressure. Monks who do respectable damage in PvE don't do respectable damage in PvP, just because monks may seem like they are in a good place in PvE doesn't come close to show how they are doing in PvP as we have seen from the start of the expansion (top of PvE, bottom of PvP)

Solutions: Reduce the damage the clones do and increase damage in spells like Chi Explosion, Blackout Kick, and Rising Sun Kick.

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Multistrike: It is poo poo garbage for PvP and monks have been designed around it. (Battle Trance and Tiger Strikes)

Solutions: Relocate these damage increasing passives and buffs into something that profits PvP as much as it does PvE. Or make it that multistrike works the same in PvP as PvE specifically for the WW class.
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PROBLEMS


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Now, if you are curious about any of these changes or need an explanation, I would highly recommend watching the stream highlight for a vocal and visual explanation, if not here is the text brought to you by Venruki with assistance from myself.


There's been many posts about WW Monks and some of the problems they face. I'd like to represent the class from a very unbiased standpoint and bring to your attention why they're so bad, and hopefully some relatively EASY ways to fix them. This is going to be a long post but I'd really appreciate your input and feedback.

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Glyphs


The problem: Two absolutely necessary glyphs needed to PvP - Glyph of Touch of Karma and Glyph of Touch of Death. Without these glyphs these abilities feel INCREDIBLY jenky to use in PvP combat. Without the Glyph of TOK we'd struggle to use our main defensive cooldown unless we were within melee range of our target. Without the Glyph of TOD it's near impossible to land a target to 10% and have 3 chi left over before they're quickly brought up in HP.

This has been a huge problem this expansion for WW Monks. WW monks had two key PvP set bonuses removed transitioning into this expansion. The first is "Freedom Roll", this was a crucial part of our mobility kit and we can no longer afford to take it. The second being Glyph of Flying Fists, increasing the range on Fists of Fury from melee range to 5 yards.

WW monks need glyph slots opened up and these glyphs need to be added into the abilities baseline. I feel a change like this would have almost no negative impact on PvE and could possibly save the class in PvP.

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Touch of Karma


The problem: Blessing of Protection removes my defensive ability, why? This was sort of a cool counter-play back in the day when holy paladins weren't running rampant. Unfortunately, now they are... and it's a little silly that a healer's minor defensive ability completely renders my main defensive 100% useless. Used to be a little scarier for a paladin to just BoP all of my Karmas because of 45 second forbearance, now it seems like it's worth it 9 times out of 10 and because of that my defensives on an already fragile class is at an all time low.

I'd like for mages and paladins to keep the ability to bubble/ice block ToK because the cost of using those abilities if high enough to justify removing my main defensive cooldown. However, BoP needs to not remove it anymore.

A Very common theme in arena is Holy Paladin/Mage, they can either bubble or iceblock it as well as being able to BoP it, so if I want the slightest chance of keeping my karma I can only use my defensive on one target with the minuscule chance my Karma won't be removed which it almost always does.

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Damage


Where to begin on this large list of problems... How about we start with our basic abilities?

In PvP we are almost exclusively using Chi Explosion because it provides us with ranged damage and the ability to increase stack generation through its 3+ bonus.

Why is it exclusive? What's wrong with Hurricane Strike or Serenity? Well you see, monks have been notoriously known for being "squishy", but with a change to our 4 set which allows a 6% damage reduction per stack consumed for 20 seconds helped with that issue, but it created another one in the process.

Without Chi Explosion, we are squishy, we are squishy because without Chi Explosion, our stack regeneration is drastically reduced, and without stacks, we do less healing, and take more damage. Simple as that.

So what's the issue? What's wrong with Chi Explosion? Well it does doodoo damage.

Our 4 stack Chi Explosion, get this - we spend 90 energy, almost a FULL energy bar to do a BIG Chi Explosion! It still does less than 1 Chi Torpedo.

This brings us to Chi Torpedo, our MOBILITY spell that we are FORCED to use as a damage spell.

Our hardest hitting ability is our roll. This seems unintended or if it was it is a major design flaw and significantly cripples Windwalkers in PvP for these reasons:

1. Sacrificing "rolls" aka Chi Torpedoes - requires us to jump and roll, so that we don't go flying off of our target, but what if our target isn't right next to us? Targets do not stand still in PvP, therefore by making us use Chi Torpedo for damage, we don't get to use it for it's intended purpose - mobility.

2. Mobility is key to PvP both defensively and offensively, being able to reach our target to do damage is crucial for obvious reasons, and defensively for being able to roll to safer positions or to kite.

Now that I've explained a little bit about our damage and how it relates to mobility, let's talk about Fists of Fury.

In MoP, FoF did not require a target to use, in combination with our 2 set (increased range by 5 yards) this gave us the ability to use fists of fury at a longer range.

For example, this is what Fists of Fury looked like in Mists of Pandaria. Let each underscore represent 1 yard.

Me _ _ Target _ _ _

(this allowed my target to be in any of the 5 yards available to my Fists)

In Warlords this is what it looks like:

Me Target _ _ _ _ _

(assuming you have the glyph on which you don't 90% of the time so in reality it looks like this)

Me Target _

Now (even with the glyph) you MUST be in melee range, even if you have the glyph, it is still difficult to land - a lot of the time I find myself pressing W for a second, pressing fists of fury to test if I'm in range only to find out that I'm not even though I can use all my other melee abilities. And every time I test if I can finally get it off, I lose a little bit of distance standing still.

Now that I've address the underlying problem with Fists of Fury, I'll address it's concept. It's a CHANNELED spell. Transitioning from MoP to WoD, the percentage of damage we do in small windows was drastically transferred into our FoF, instead of FoF being a minor damage boost, it is crucial to get as much damage out of it as you can in PvP.

So why is this a problem? It's hard to land and it's channeled.

Melee shouldn't have to cast or channel to do their burst - it's not the melee design.

Even with the amount of CC that was removed in WoD, there is still plenty to disrupt this damage, some favorites that seem to push my buttons are typhoon, explosive trap, the Warrior's charge talent (Warbringer), all of these cancel our fists of fury effectively shutting us down.

And we're not done yet, we still need to talk about our favorite crutch - Storm, Earth, and Fire.

This ability was made for PvE and has no place in PvP whatsoever. If you try to use this ability in PvP (which you are kind of forced to do sometimes) you will find that it is extremely clunky and obviously not meant to be used in a PvP environment. But why not? Here's why:

Mobility: They don't have any, they just walk, any class you put it on can easily kite it, don't even bother using it unless your specced chi explosion because chances are it will be out of range when you use your RSK or Blackout Kick and it won't even copy it.

Damage: In PvP unless you are specifically trying to kill multiple people, it is bad to split targets. This only really makes it good for a comp like Windwalker Affliction warlock, but if you look at comps like WLS, MLS, RLS, all these comps involve the affliction lock doing the spread pressure with the assistance of the other DPS's single target damage to focus pressure on to one target. With WWLS, you end up with minor pressure on multiple targets leaving you vulnerable from a confident and offensive team laughing at your futile attempts to kill them.

So the solution? Hopefully in the next expansion this ability will be removed, but for now I think a simple change of reducing the damage of the clone to make the total damage increase of using SEF so that single target and AoE aren't so widely separated in how much damage they are doing because if you compare windwalker single target to windwalker AoE, the difference is ridiculous.

And finally, the simplest problem of all. Multistrike.

What a lot of people forget is that multistrike is HALVED in PvP. When you make a class revolve around something that is halved you can't expect similar success in both situations which are PvE and PvP. Battle Trance and Tiger Strike's are bad for PvP because multistrike is bad for PvP. The only solution to fix this would be to reduce or eliminate how much multistrike we get from Battle Trance and Tiger Strikes and relocate this damage into something else.

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Mobility/Snares


WW monks disable is the worst snare of any melee.

WW disable: On global cooldown (severely affects your damage rotation), 15 energy cost.

Rogue Crip Poison: Automatically applies on auto attacks. (doesn't affect your damage rotation)

Warrior Hamstring: Off global cooldown (doesn't affect your damage rotation), 10 rage

Feral Infected Wounds: Applies off your attacks (doesn't affect your damage rotation)

Ret Seal of Justice: Automatically applies on auto attacks. (doesn't affect your damage rotation)

Enhance Frost Shock and Frostbrand: 25 yard range on shock and frost brand auto applies on auto attacks. (slightly affects your damage rotation)

DK Chillblains and Chains of Ice: Chains of Ice 30 yard range, costs a global and a rune. Chillblains is easy to keep up as it's a main part of your damage rotation to keep frost fever up. (slightly affects your damage rotation)

WW's are the only class that have to use an extra global to apply a snare to a target. I'm sure that doesn't seem like a big deal but in an ever evolving world of freedoms, power shifting, root breaks, snare breaks and much much more. Having to use the extra global to apply your snare makes us much easier to kite than other classes.

WW's also took a huge hit losing spinning fire blossom, one of our only ways to catch a target running in a straight line away from us. Essentially our ranged snared was removed and it made it that much easier to get away from us. Major issue with this is our uptime on many targets is limited to only stuns.

These issues in combination with freedom roll being taken away from creates a huge issue where WW's uptime is far lower than many other melee.

I just want to conclude this post by saying I love the WW class. The design of the class is amazing they just took an ENORMOUS hit in mobility, snares and damage which ultimately lead to one of, if not the worst class of the expansion. Please send help, SoS.

I had Balance (Steven) help me come up with and write this post.

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And that, is the work of Venruki and I. Please feel free to comment on anything you agree or disagree with but keep in mind - these are not all the solutions we want, these are just possibly solutions because almost all of them are related to each other so whatever solution there is for one thing will change the solution for another.


#4457192 Retribution Fix Ideas @WoWForums

Posted Avengelyne on 21 July 2015 - 07:03 PM

http://us.battle.net...184901?page=1#0

Some people on EU and other regions don't read US forums, but read AJ so i'm posting the thread I spent all morning on here.


#4456427 Why he rage and hates me so much? :(

Posted Dizzeeyo on 20 July 2015 - 04:50 PM

View PostThazable, on 20 July 2015 - 03:58 PM, said:

Doesn't matter if arenas and arenajunkies lack activity, drama posts never die.
although the quality of the "drama" does change to match the quality of the overall game experience :)


#4454153 Faction specific gladiator?

Posted Hiddenstalke on 16 July 2015 - 01:00 PM

There are two very simple changes to this faction imbalance - Disable racials in rated environment or give free faction changes from alliance to horde for a period of time.
Best would be both at the same time.


#4447952 Idea for versa offpieces

Posted Creamo on 06 July 2015 - 05:26 AM

Why not use arena/rbg rating as a gate for versa offpieces on the vendor? You can even keep the stupid rng system to shut the casuals up, but let the people who care to push rating have something aside from transmog gear to look forward to?

I don't think wotlk system is the best way to gate this particular season, since not every spec/class has the same bis pieces... but for future seasons this might be a good way to go. Make shoulders the best piece like they used to be, and gate them at 2k. Everyone gets transmog gear at 2k anyway, but a bis piece would make more people (I know I'd give a fuck again) actually want to log on and que.

And you guys want people to log on and que right? Even if the super special ashran vendor is only 1800 required to unlock, it ought to make for a healthier game.

Just an idea, assuming Blizz still cares about us non-raider types.





Tell me how bad my idea is, how bad I am, how gay I am, etc.


#4451090 Season 17 Titles

Posted Divinitum on 11 July 2015 - 11:16 AM

Official Blizzard Quote:

What the fuck did you just fucking say about me, you little bitch? I’ll have you know I graduated top of my class in the video game designing, and I’ve been involved in numerous balancing changes in Warlords of Draenor, and I have over 3 million confirmed sub losses. I am trained in advanced PvP design and I’m the top player in Ashran. You are nothing to me but just another hater. I will wipe you the fuck out with my artifacted mage the likes of which has never been seen before on this Earth, mark my fucking words. You think you can get away with saying that shit to me over the Internet? Think again, fucker. As we speak I am contacting my secret network of rogues that will pickpocket all your artifacts when you're gearing alts so you better prepare for the storm, maggot. The storm that wipes out the pathetic little thing you call your WoW subscription. You’re fucking done, kid. I can be anywhere, anytime, and I can kill you in over seven hundred ways, and that’s just half the things I've not yet hotfixed into the game. Not only am I extensively trained in developing, but I have the power to make Versatility items a 1% drop from the Ashran bosses and I will use it to its full extent to guarantee your excitement and fun for your miserable ass, you little shit. If only you could have known what unholy retribution your little “clever” comment was about to bring down upon you, maybe you would have held your fucking tongue. But you couldn’t, you didn’t, and now you’re paying the price, you goddamn idiot. I will shit fury all over you and you will drown in it. You’re fucking dead, kiddo.



#4445969 ashran hahahaha

Posted Lloix on 01 July 2015 - 06:57 PM

How is ashran bad if there's big epic battles?

#Checkmateatheists


#4270336 Crazed Berserker and 1Hands

Posted Ezyo1000 on 20 November 2014 - 07:23 AM

View PostYoloswaggae, on 20 November 2014 - 04:11 AM, said:

Hey,

maybe someone can explain the dmg difference to me? I notice the difference in the wordings for Crazed Berserker "You deal 30% additional damage when wielding only one-handed weapons."
and Gladiator Stance "Increases physical damage dealt by 20%", but where do i find those "30% increased dmg", because as you can see the average in dmg is way behind the 20% increase of Gladiator Stance with 2 1 Hand weapons as fury.

Posted Image

explain?

It just means that in 6.1 or later when people are asking for buffs for fury blizz will fix this "Bug" and then pay it off like buffs and call it good.


#4270186 Crazed Berserker and 1Hands

Posted Yoloswaggae on 20 November 2014 - 04:11 AM

Hey,

maybe someone can explain the dmg difference to me? I notice the difference in the wordings for Crazed Berserker "You deal 30% additional damage when wielding only one-handed weapons."
and Gladiator Stance "Increases physical damage dealt by 20%", but where do i find those "30% increased dmg", because as you can see the average in dmg is way behind the 20% increase of Gladiator Stance with 2 1 Hand weapons as fury.

Posted Image

explain?


#4240564 LoseControl timer spiral

Posted Iceqt on 23 October 2014 - 06:45 AM

Change

Quote

local o = CreateFrame("Cooldown", addonName .. unitId)

to

Quote

local o = CreateFrame("Cooldown", addonName .. unitId, nil, "CooldownFrameTemplate")

Edit:

My modified version for WoD:
https://mega.co.nz/#...i6AtKQ0Opt48yG8


#4239946 6.1: Gforce's Guide to Protection

Posted Speedymart on 22 October 2014 - 06:26 PM

Posted Image



As many are blind to the gloriousness that is gladiator stance prot, I decided to create a guide to save my fellow warriors from certain frustration. Here's to those who charge blamelessly into arena with their futile specializations that result in their imminent demise; may they soon respec at the graveyard.


Overview

Posted Image

Gladiator stance is our new level 100 talent introduced in WoD. It allows us to play prot, but in a more DPS focused roll. By taking the talent, we give up the stamina bonus from prot as well as the ability to use defensive stance. Luckily, all our spells don’t have stance requirements. We retain the simple spell rotation that once resembled MoP arms, and gain even more defensive cool downs. The only downside is no MS, but MS has been irrelevent for a very long time now.


Unfortunately you won't be using this talent, and as such gain the armor, stamina, and damage reduction bonus.



Rotation and abilities

Sit in defensive stance 24/7, do not enter battle stance under any circumstance as it's pointless.

Fortunately our abilities are very straight forward. They all just do damage, with very little actual thinking involved.  Some abilities will reset the CD of others, but that's as deep as it goes.

Execute > Shield Slam > Revenge > Devastate

As the only abilities that cost rage are Hamstring, Heroic Strike, and Shield Barrier you can just mash Heroic Strike 24/7 without a care in the world unless you're hanging on to life by a thread and need to spam barrier. Avoid being rage capped unless you are setting up a significant burst opportunity. Use heroic strike procs as they happen.


As we are prot, our thunderclaps are free, have a ~5.5 second CD, slow, and spread deep wounds. Spam that shit like no other and you'll rot the enemy as if you were arms.


Talents

Ah, talents. So many choices, how shall I ever choose!?!

I wish. Warriors have some of the worst talent choices in the game at the moment, especially as arms and fury. Prot is nearly as bad, except our talent choices are actually useful sometimes.

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Tier One

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Our mobility is absolutely horrendous at the moment, and after playing a bunch of games I've come to a couple of conclusions.

#1 - Use double time against mages (along with rude interruption glyph)
#2 - Use Warbringer against everything else (along with blitz glyph if double melee)

With so many classes having freedom, we simply cannot use anything else then stun. Sure, it hurts our mobility but the utility that the stun brings is just so important at the moment.

Against mages I recomend going double time, as you need it to deal with both blazing speed and blink; along with any random novas you'll find yourself in. It can be used again ferals as well, but honestly the charge stun is still very important against them. Don't even think about using double time against ret teams. Ever.



Tier Two

Posted Image

With the nerf to second wind, the only option has become enraged regeneration. Luckily it no longer requires to be enraged for the full effect, and with battle fatigue gone it’s pretty damn reliable.

Fun fact: Enraged Regen and Last Stand scale directly with health. If you’re using battle shout, swap over to command before using these two abilities in order to maximize their effects.

Fun fact #2: Last stand is different from rallying cry in that unlike cry, you do not lose the health once the effect ends. It’s essentially a free 100k+/- heal.



Tier Three

Posted Image

Execute does not scale with rage as prot, and as such the sudden death proc is a full damage execute, which hits the hardest out of all your abilites, even after the nerf.


Unyielding Strikes is in a strange situation. Anger Management is every thirty rage, however it seems to be ignoring unyielding strikes. In other words, your near free heroic strikes are reducing CDs by second each time, regardless of how much rage they cost. This can lead to very impressive CD timers, and may easily push it over SD in raw damage output. Not too sure if this is bugged or intended.

But again this depends on what comp you're running into, as warriors we have absolutely atrocious mobility and the stacks from unyielding will constantly fall off if you're not careful, while the RPPM (Random Procs per Minute) from sudden death will cause them to proc asoon as you actually can smack something again


As we aren't using Gladiator stance, Heavy Repercussions isn't even worth considering.



Tier Four

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One of the significant changes from MoP is now Storm Bolt and Shockwave are on the same tier. This choice will really be up to which comp you play. Storm Bolt may seem better as it’s a ranged, 30 sec stun, but the skill cap for it is much lower. Getting a triple Shockwave is huge in a game, and it will also reduce the CD to 20 seconds, which is obviously shorter then Storm Bolt.

If you’re playing with a Hunter and you need some help landing those ranged traps, then take bolt. However, if you’re playing double time you can charge someone, drop a shockwave, then charge back as well. This would leave you with shockwave in case a big opportunity presented itself for some big plays.

One thing to note is both abilities scale with Anger Management. As you spam rage so quickly as prot via heroic strike, you will find yourself with 18 second CD stormbolts, and around 12 second shockwaves if you hit three targets. You can very easily DR your own stuns to immunity with this, so be aware.


Tier Five

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With the nerf to Safeguard it is no longer our go-to talent. What you will take will be dependent on which comp you are up against.

MSR is great for those dirty wizards spamming CC, or that sense of mind that you can reflect that CC regardless of who the enemy is targeting. Reflecting the 12 second PoM sheep that is hunter trap is an amazing feeling. MSR now replaces spell reflect, and with the CD at 30 seconds you really need to understand when to use it.

Safeguard is good for those who like to train the blue all game. It’s a consistent 20% damage reduction every 30 seconds. Be aware most of the time you'll be stuck in a root while your partner dies, so it may be worthless.

Vigilance is good when you’re up against something like ret/priest/hunt where their entire kill window comes in short windows every couple of minutes.

As RMD is everywhere and I play with a blue I run Safeguard, as it's also infinitely more useful again the rediculious amount of melee cleaves at the moment. I usually only go MSR againt hunter teams, and sometimes I don't even bother as I find myself rooted out of range so often it's pointless.



Tier Six

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As we're running Anger Management, neither ability sync's up with the now 2min CD on use trinket very well. With the 1.5min Avatar change it's hard pressed to find a situation where bloodbath would be better, but it has its uses against teams that kite you hard. Bloodbath is constantly a 40 second CD without unyielding strikes, and could easily be even lower with it. Avatar hovers around a one minute CD depending on uptime.


Regardless of the comp, one minute avatar is pretty hard to argue against.


Bladestorm does too little damage as prot to be worth considering.



Tier Seven

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Gladiator’s Resolve. Anger Management. It gives prot the ability to spam our stun and burst CDs very often.



Glyphs

Must Haves:

Shield Slam: Offensive dispel as part of your main rotation? Brainless application? Hell yeah!

Heroic Leap: The old 4pc bonus. When you leap, you gain a 70% sprint for three seconds.



Options:

Blitz: For triple stun/root action.

Rude Interruption: Since you'll be training casters often, this is a fun choice. How dare they try to cast. I run this most of the time, as there are plenty of oppertunities to get the bonus damage unless you're facing a double melee, in which case go blitz if needed.

Long Charge: More chasing potential for those slippery classes.

Hindering Strikes: Those shape shifting Druids won’t understand until it hits them.



Races


WoD did a significant number of racial tweaks this time around. Recently the PvP trinkets were nerfed making Human a much weaker choice compared to before, and then they were buffed immensely in 6.1. In other words, go human.


Horde racials were nerfed into oblivion. The entire faction is unviable from a competitive standpoint. Here’s to hoping the NA community picks up on the EU way of life and everyone goes to the significantly superior Alliance.

If you become frustrated from sitting in roots all day, and you’re not playing with a Paladin, then just go Gnome. You’ll lose a significant damage bonus, but the 1minute escape artist is just so much fun.





BiS Gear List and Upgrade Patch

Honor
Conquest

Bonus armor items first. Then trinkets. Then follow the biggest score difference. Legs, then waist, etc. Use the vers/mastery legs as your off-piece mainset as it gives the biggest stat allocation.

Use the 680 legendary bonus armor ring as your second ring and upgrade it to 690 when possible.

If you are in a mythic raiding group, any 690+ gear that has a better stat allocation is preferred if at all possible as long as it does not break your set bonus.

Ironicly, all the set bonus pieces give the absolute lowest stat values except for the shoulders. This mean that late into the season, you'll want to have two sets of gear. One with the 4pc set for when you're being trained and get the free rage, and one running only 2pc for the extra stats in games where you're not trained.



Stat Priority

Bonus Armor = STR > Vers > Mastery > Crit > Haste > Multi

1 STR =  1 Bonus Armor. They both give 1 AP per point, except bonus armor gives % physical damage reduction which makes it a little better in a PvP setting. However, we do have a 5% str bonus passive, which means that it's a toss up if you want the very slight extra damage, or the much bigger physical damage reduction.

There's a couple pieces of offset that have bonus armor, so be sure to grab those as it's essentially bonus strength. Flat Str/AP increases are very noticable post stat squish.


These stat weights are based off the 50% nerf to crit & multistrike in PvP. It also reduces haste as there are significant periods of time where we're simply being kited.

Bonus armor - 4.39
Vers - 1.5
Mastery - 1.44
Crit - .98
Haste - .96
Multi - .85



Gems

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PvP gear does not have any gem sockets. I’m not happy about it either, but it is what it is.



Macros

Just a couple of must-have macros from my standpoint. There's quite a few more I use, but they are more personal then anything.




Intervene healer/DPS. Have one of these for each of them.


#showtooltip intervene
/cast [@catflaps] intervene


Intervene healer/DPS. Have one of these for each of them.



#showtooltip intervene
/targetfriend
/cast [noharm] intervene
/targetlasttarget [noraid, noparty, noharm, exists]


Intervenes the first thing in front of you. Will not drop target, nor randomly bug out like most macros do. *No path available bug still exists, but it’s nothing that can be fixed on our end.


#showtooltip 13
/use 13
/cast unleashed rage

We no longer have recklessness or banner, so this is literally our ‘Swifty one shot macro’. It’s just your on-use (You are Human, Right?) and whichever talent you picked.


#showtooltip Mocking Banner
/targetexact Mocking Banner
/cast [noraid, noparty, noharm] Intervene
/targetlasttarget [noraid, noparty, noharm, exists]
/cast Mocking Banner

Suck it arms/fury, we still have banner intervene. This macro will not drop your target, nor randomly bug out and target random people. It is –the- best banner macro you can have, bar none.


#showtooltip
/cast [@focus] Charge
/cast [@focus] Pummel

Space saving macro, will charge/pummel your focus depending on range. This works due to charge’s minimum range requirement.



#showtooltip Charge
/cast [harm] Charge; [help] Intervene


Charge and intervene in one macro. It’s convenient when some random pet is following the enemy if you don’t have anything else over there to charge/intervene, and using the fast intervene macro would be unwise.


#showtooltip shield slam
/cast shield slam
/cast [@arenapet1] taunt
/cast [@arenapet2] taunt
/cast [@arenapet3] taunt


Macroing taunt into your main abilities will piss a lot of pet classes off.  Really brainless but has led to plenty of pet kills in my time.


Wrap Up

Prot is insanely strong ok. Border-line overpowered good. I’ve been toying around with in for the last five months on beta, and it is the go-to an alright spec. You do twice the damage, twice the utility, and die twice as slow.

You will run kitty cleave, WLD, TSG, ATC, or any other melee cleave and enjoy it. The enemy team will become truculent the second you connect. Mainly due to the fact that they can't kill you. You are what Blizzard wanted; the result of turning our favorite spec into unplayability, followed by nerfing the your other spec, and finally resigning to simply do what they wanted and become god incarnate a walking blob while having fun.


#4190662 Just a reminder to WoD devs if they ever do read this board

Posted Lolflay on 13 August 2014 - 02:16 AM

1) Remove Parry. It's so fucking stupid that it's unreal. Seriously, NO MORE parrying in PvP. Balance around it accordingly.

( might as well remove dodge as well, outside of stuff like evasion )

2) Melees were balanced around having infinite resources. Casters were balanced around having finite ( or infinite, but with proper management and gameplay ) resources. The solution isn't to add infinite mana to casters and make melees do better sustained, the solution is to KEEP the previous solution going strong.


That is all. ( also, well done making ability prune so hurtful for casters as opposed to melees )


#4189537 Lf script to show only current hp on unit frames.

Posted Aelwi on 10 August 2014 - 10:00 AM

Should do the trick:
/run hooksecurefunc("TextStatusBar_UpdateTextStringWithValues",function(f,s) if f.TextString then local t=s:GetText()if t then s:SetText(t:gsub(" / .*",""))end end end)



#4188604 Lf script to show only current hp on unit frames.

Posted glonglon on 08 August 2014 - 05:44 PM

Glad I could help, spyro will probably come up with a script soon :)

Btw, If you also want to return the mana value of an unit you can easily do it using the UnitMana api.


#4188196 Lf script to show only current hp on unit frames.

Posted glonglon on 08 August 2014 - 03:31 AM

Hi Thazable,

I don't know how to do it with a script but you can easily return the life value of an unit using a weakauras custom function and the unitHealth api.

Step #1 : Download weakauras.

Step #2 : Launch the game with the addon enabled and type : "/wa".

Step #3 : Create a new text aura :

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Step #4 : Go to the display tab and  put "%c" as a display text (%c means custom function) :

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Step #5 : Expand the text editor and copy-paste this custom function that'll return your character hp in an abbreviate value :

function()
local health = UnitHealth("player")
-- Replace player by target, partyX, arenaX if you want to display the life value of those units
local abbr = ""
if health >= 1000 then
health = health / 1000
abbr = "k"
end
if health >= 1000 then
health = health / 1000
abbr = "m"
end

return ("%.0f%s"):format(health, abbr)
end


Step #6 : Now go to the trigger tab, select custom trigger and use these trigger and untrigger :

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Step #7 : Go to the load and select paladin :

Posted Image


Step #8 : And voilà it works now, you can move the text aura close to the frame of the corresponding unit :)

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Step #9 : If you like fancy stuff, you can change the color and font in the display tab, for example I like to see health numbers in green, you can also make a custom color function to change the color of the text according to the life percentage of the target :

Posted Image


Hope this helps,
Regards.




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