Hey guys, if your server is like ED you might have Volrath on farm for some easy honor, if you'll notice he as a tendency to randomly despawn, even if the tree is tanking him
We had enough occurrences to test it out over here and we discovered it's his ravanger like ability causing the despawn.
If he casts it on a player that is not in LoS, he will despawn.
The solution is simple, having a player tank him rather then the tree, and position him far enough down next to the entrance so that he is in LoS of the entire bridge. This will greatly reduce the chance of the bug happening.
We had 3 despawns in a row, and haven't had it despawn yet since employing this strategy.
As many are blind to the gloriousness that is gladiator stance, 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.
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.
Fun fact: Blizzard made all tanks take 50% more damage in PvP, however, this doesn’t apply to protection when in gladiator stance.
Rotation and abilities
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.
If above 60 rage then roll some heroic strikes. Avoid being rage capped unless you are setting up a significant burst opportunity. Use heroic strike procs as they happen, and attempt to control your shield charges so you will at minimum get a shield bash and revenge off during its duration.
Fun Fact: Shield Charge has two charges, and they add to the duration instead of replacing it. There’s no need to be worried about overlapping this ability.
Ah, talents. So many choices, how shall I ever choose!?!
I wish. Warriors have some of the worse 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.
Juggernaut for consistent charges, or Double Time for those moments where you really need to chase down that Hunter or Druid. I personally have been running Double Time for a while now, and I much rather prefer it over Juggernaut. However, it is pure preference as to which talent you take.
With the removal of charge stun, it may seem smart to pick up Warbringer in order to bring back interrupting casts, among other things. Unfortunately, our mobility has been gutted so much that a 20 second charge isn’t really an option.
As such, the MoP style of preference will be the way to go until they inevitably give us charge stun back along with the warrior overhaul in 6.1
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.
Heavy Repercussions. It’s a significant burst damage increase that US and SD can’t hope to compete with.
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.
I prefer shockwave as it is has a much bigger play pool to pick from, giving it much more utility.
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. 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.
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.
Avatar or Bloodbath. Totally up to your preference and to what kind of comp you’re running. Bloodbath sync’s really well with the on use trinket. Avatar breaks roots on use, which actually means something now that our mobility is so weak.
Gladiator’s Resolve. That’s why we’re prot in the first place.
Shield Slam: Offensive dispel as part of your main rotation? Brainless application? Hell yeah!
Death From Above: Reduces the CD of your leap by 15 seconds, but reduces its range to 25 yards.
Heroic Leap: The old 4pc bonus. When you leap, you gain a 70% sprint for three seconds.
With slippery Hunters and Druids I honestly cannot see the CD trade off being worth the
severely reduced range. If you don’t mind it, then go for it. I much prefer the sprint.
Blitz: For triple rooting action.
Rude Interruption: Since you'll be training casters often, this is a fun choice. How dare they try to cast.
Long Charge: More chasing potential for those slippery classes.
Hindering Strikes: Those shape shifting Druids won’t understand until it hits them.
WoD did a significant number of racial tweaks this time around. I firmly believe the following can be applied to every class.
All DPS - > Human; Rogues -> Gnome; If Druid - > Night Elf
All Healers - > Dwarf; if unable - > Night Elf.
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.
Bonus Armor = STR > 330 Haste Breakpoint > Crit > Multi > Mastery > Vers > Haste
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.
The 330 haste is used to assure us of an extra GCD inside the 7 second shield charge. As enchants are very simple now, and we easily get 330 haste from our gear, simply enchanct full crit.
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.
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.
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.
#showtooltip shield slam
/cast shield slam
/cast [@arenapet1] taunt
/cast [@arenapet2] taunt
/cast [@arenapet3] taunt
Prot is insanely strong. Border-line overpowered. I’ve been toying around with in for the last five months on beta, and it will be the go-to spec once WoD launches. 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. You are what Blizzard wanted; the result of turning our favorite spec into unplayability, and resigning to simply do what they wanted and become god incarnate while having fun.
I saw Nahj post this over on the beta forums, and he hit the nail on the head so much that I figured I'd repost it here for some discussion. It's from a rogue's prospective obviously, but it essentially sums up how beta is at the moment.
-Removal of lots of Instant CC such as PoM Polly. NS cyclone, blanket counterspells. If melee aren't toned down enough though blanket CS could maybe stay, but with a much lower duration like 1.5-2 seconds.
-Removal of Psyfiend/toned down feather (Spectral Guise might still need changes to it).
-Shockwave and Stormbolt being on the same talent tier (you can probably reduce the cd by 5-10seconds now that you can't have both simultaneously).
-Shadowfury/howl/coil on the same talent tier. Howl was too strong when having it with shadowfury as well, but It might still need to lose the cooldown reduction on damage taken that was added during mop as well.
Bad Changes/Unmade changes:
-Extra Trinket mechanics still in the game. Unbound will, Desecrated Ground, Nimble Brew, will of the forsaken (change wotf to passively lower fear duration). Icebound fortitude could probably go back to preventative immunity instead of a breaker.
-Tremor Totem needs a redesign back to how it was in wrath or to not be affected by call of the elements. Prepping a second tremor totem is too strong.
-Not enough removal from Melee mobility. Rogue burst of speed, warrior intervene banners/heroic leap etc make it too easy to lockdown casters that actually have to cast now.
Ontop of the mobility melee also have too many ways to stop casts. For example, rogues can use gouge too disruptively so it's cooldown should either be raised to 15 seconds or have a higher energy cost. Death Knight's using death grip at point blank range as an interrupt is a problem as well and could be fixed by giving it a minimum range of say 3-5 yards.
-Removal of Disarm effects. Was fun Gameplay to disarm another rogues shadow dance or to disarm a warriors bladestorm before they changed it. It also helps as an extra defensive for peeling melee and keeping it more rounded towards melee/caster/healer.
-Warrior still designed with stacking offensive cooldowns like reck + avatar/bladestorm.
-Mindless unfun counter mechanics like track hidden and faerie fire/swarm are just too potent with very little effort (0 effort in track hidden's case as it is a passive effect). Faerie fire/swarm especially due to the cd on dispel which would take even more of a tone down on melee to accomplish (but I hope that the cooldown of dispel gets removed before launch).
-Clemency gives Ret paladins too much potential group utility with sac still functioning as a dispel for ret on top of being able to use bop to break physical CC. Even if ret is too strong or not strong enough it's just bad design like unholy frenzy was for DK in cata. Should take a look at warlock's imp pet being able to dispel as well even though that will be a huge buff for a lot of hunter comps, especially with traps arming instantly.
-Remove over homogenized mechanics/toolkits like hunters having a knockback via explosive trap glyph. It's definitely a fun ability to use, but it's just too bloated for their toolkit.
-Remove Shroud of Concealment stealth wars are boring and get really repetitive in rogue mirrors. it is also too strong/gimmicky and hard to balance around.
-Redesign smoke bomb away from being a gimmick 100-0 someone without a trinket. Boring ability to balance getting kills around (usually 100-0 gibs on players without trinket). Would be really cool to see it have a much lower cooldown and the old radius, but allow targets to be healed while trapped in it. Leaving it to be used in more creative ways like breaking up a CC chain, stopping damage or getting a last second re-stealth etc.
-Some instant CC's that require extremely minimal setup as a team to get value out of such as wyvern sting are still in the game. I would say chastise for priests, but with the DR changes I think that might fix itself and hopefully Disc retake's it's place over holy priests. Or, that both specs can coincide without it being a coin flip of did you choose the right spec for the right matchup (unless changing spec became a thing in arena).
P.S "Prune" out the waterfall in Dalaran arena and then remove Blade's edge/Ruins of lordaeron or just make all current/future maps a reskin of nagrand design wise.
Was queing some KFC for shits earlier and kept queing into this LSD. After awhile we noticed the pet wouldn't kick until around ~90% casts, and would follow their druid around the entire game; around pillers and shit that's physically impossible normally even with god-tier microing.
I've got a couple games of this, but I really didn't care enough to sit there and watch the thing the whole game, so here's just a small highlight of it in action. At one point we killed the damn thing and he summoned a new one and it walked right back to their druid. If the druid was CC'd it would walk back to the lock until the CC ended, or if it got taunted. It usually was a step behind so it really didn't eat traps that well, but was still annoying.
So, how often do you guys run into this? I know orb botting and shit is fairy common but I've never actually seen it to this level of obvious bullshittery