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#4593904 Proper usage of Focused Rage (Maximum Burst as Arms)

Posted irubuwrongtime on 29 July 2016 - 11:17 PM

Hey guys~  It’s irub.   I was reading the post about the pre-patch warrior and I’m seeing a lot of negative comments about Focused Rage so I thought I might just throw in my two cents regarding this talent.

Personally, I’m actually liking this talent because I feel that it’s adding another skill cap to our somewhat dumbed down class in Legion.  We have pretty much lost all our utility abilities with the ability pruning bs every expansion, more so in WoD and now Legion.  I mean I support the idea behind it which is to bring in a new player base and make pvp easily accessible to everyone.  But it’s def not fun to keep losing many of our iconic abilities and this time it’s CHARGE STUN, INTERVENE, and SPELL REFLECT unless you talent it at lvl 110.  (Sorry for the cap but it shows how upset I am with these changes. :P)  WOW pvp is becoming less and less of player interactive game to just “lol, I did more dmg/healing than the other guy” type of game which makes me sad.

So anyways enuf with rants and on with Focused Rage/FR…  the way I see it and the way I have been using it in the game to make it a worthwhile talent to choose over Mortal Combo is to use it only for the burst opportunity.

I mean obviously this is not an ability to spam on every GCD.  It costs a quite a bit of rage (15 rage per stack) and each stack only adds 20% more dmg in pvp to your next mortal strike.  Which means you do not want to spam FR unless you are rage capped by getting trained all the time or you have Battle Cry up coupled with Deadly Calm talent.  You will soon find yourself rage starved and doing no dmg at all if you were to spam FR w/o any calculation in mind.

But if you actually manage your rage and your FR stacks to use it at the right moment to burst, it will surely add to your advantage in pvp.  FR is and will be the talent that offers you the maximum burst potential as arms warrior and it is only going to get better in the later game with honor talents and artifact weapon traits such as Pain Train, Sharpen Blade, Thoradin's Might, Shattered Defenses.

Just with one Tactician proc during the 1st three GCDs of burst rotation, you can crit 2x MS with 3 full stacks of FR, all within the battle cry duration.
Make sure you do not battle cry before the Colossus Smash but after, on the same GCD as your 1st Mortal Strike following the CS.  If you want the true maximum burst potential, you do not want to pop avatar + battle cry + sharpen blade (aka one shot macro) before the CS.  I’ll explain why along with my burst rotation.

My burst rotation goes like this.  As I get near my battle cry CD, I try to stack 3x FR and save CS if I can.  Once I have all of my CDs ready to use then my next 5 GCD will be used as below.  Each number represents the GCD order.  You may want to throw in a stun between CS or before CS to secure the hit.

1) Avatar -> CS -> Hamstring
All in 1 GCD since Avatar and Hamstring are off regular GCD.  This is needed to do 20% more damage on my CS from Avatar.  You can macro them all together but I don’t recommend doing it because it is all situational and I’m sure anyone can do this with enough practice and the right key bindings.  I’ll share my key bindings at the end for those of you that might find it helpful.

2) Battle Cry + Sharpen Blade + Other Burst CD (AKA one-shot macro) into MS -> Hamstring -> Focused Rage.  Again all on the same GCD.  From this GCD to next 3 GCD, you will crit everything.
Reason why I’m mixing in the Hamstring and Focused Rage here is to;
1.   Get another FR stack after using my 1st 3x FR stacks with this mortal strike.
2.   Refresh snare and a tiny bit of extra dmg from Hamstring and another cool swing motion J
3.   Most importantly for the Tactician proc.  Tactician can proc off the abilities used during Deadly Calm as if they were actually costing rage.  So 20 rage from MS, 10 rage from Hamstring and another 15 rage from Focused Rage, 45 rage combined equates to 29.25% additional chance to proc Tactician while using these abilities at 0 rage cost.  Cool stuff!?

3) CS or OP or Slam -> Hamstring -> Focused Rage.
Here comes the priority order on what to use next depending on which proc you get.  Priority order is CS > OP > Slam.  Instead of Slam, you can substitute Whirlwind if it is AOE situation.
You do not want to use your Tactician procced MS here because you want to save it for the end of the burst to use it with 3x FR stacks.
You just got yourself a 2nd FR stack and another 16.25% ~ 29.25% chance to proc Tactician.

4) CS or OP or Slam -> Hamstring -> Focused Rage.
This will give you a 3rd FR stack and you now have another 3x FR stacks.

5) MS or OP or Slam -> Hamstring -> Focused Rage
Priority order this time is MS > OP > Slam even if you get another CS from Tactician proc.  This GCD ends the 100% crit chance from Battle Cry so you want to consume your MS with 3x FR stacks here and then build up another Focus Rage stack during the Deadly Calm at 0 rage cost.  Worst case scenario where you did not get any Tactician proc or OP proc within the 1st three GCDs of Battly Cry duration, you can still crit Slam and Hamstring -> Focused Rage for another 29.25% chance to proc Tactician.

6) When you don’t have your CD up, you hit abilities in this priority order, CS > MS > OP > Slam for single target or Whirlwind for multiple AOE situation.  Don’t worry about building up FR unless you have CS and excess rage.  I usually save some rage during this time to quickly build up my FR stacks as I near my Battle Cry CD.

With Mortal Combo talent, best Battle Cry burst you can get is 4x MS crit after CS where you would need two Tactician procs within the 1st three GCDs of Battle Cry duration which is less likely to happen and it only converts to a 600% dmg of regular MS because of crit.  (I’m not counting Avatar/Sharpen Blade/Shattered Defense and other factors in here for simple calculation.)

On the other hand with Focused Rage talent, just with one Tactician proc, you get 480% dmg of regular MS from two 3x FR stack MS + 150% dmg of CS + 150% dmg of Slam or OP, all within the Battle Cry duration.  CS and OP both hit as hard as MS for now.  Not to mention you get better chance of proccing Tactician with FR talent because of the rage used for FR on each global.

Talents I think most ideal for the maximum burst build.
http://www.wowdb.com...calculator#E9rF

PVP Talents
http://beta.wowdb.co...-calculator#vbF

Artifact Traits
http://beta.wowdb.co...YAADIAAAAAAAAAA

My key bindings for the burst if anyone wants it.  I don’t have much problem using all these abilities simultaneously using below key bindings.

MS = 2
CS = 3
OP = 4
Slam = C
Whirlwind = R
Hamstring = V
Focused Rage = B
Avatar = Shift + V
Battle Cry (One-shot macro) = Shift + B

It ended up being a long post again without intending but hopefully some of you guys might find this guide helpful for using FR talent.



#4575375 Pretty good post on PvP by Harland

Posted Lolflay on 12 April 2016 - 11:08 AM

View PostMontyx, on 11 April 2016 - 03:29 PM, said:

I don't understand how there are people who actually get confused by this game. It isn't rocket science. If people are seriously that ignorant and easily confused by abilities then they shouldn't have been playing to begin with.

I'm by no means an average WoW player - 10x+ glad titles behind me and a history of raiding in a few top 50 guilds. Yet I was completely lost for the first week or two in WoW in regards to basic combat abilities ( kept using my staff to kill mobs instead of casting spells on mobs ), and I was lost for much longer on the basic concepts of what you have to do in an MMO ( for example, I thought having "of the Eagle" gear as a Warlock was the best in Vanilla ). Oh, and I also grinded to level 60 without doing quests at all in Vanilla, maybe the occasional dungeon when someone whispered me or I saw someone advertise in /1. Granted, I did come from a FPS background with not having played a single RPG game up until WoW, but still.. This game used to be fairly complex back in the day. Hell, get a new player a portal to some place and chances are he'll be lost as fuck for a while until he discovers he has a Hearthstone or something.


So no, getting into WoW wasn't/isn't easy. Don't knock it down, it was a fairly complex game both to start playing, and to start playing properly on the end game. However, simplifying the early game isn't so much of an issue tbh... The problem is that they started trivializing the endgame ( duh, as we all know ). Actually, even an awful expansion like MoP had it's skillpeaks that were kind of hard to reach - playing an Affliction Warlock properly with all the snapshotting and other shit was super hard ( notice I said "PROPERLY" - this isn't to say that a scrub couldn't make a lock and simply soulswap dots around and pollute good results )

If you simplify the endgame, you take the appeal of MMO's away - aka, you stop hooking people on the game. This first started in Wrath when you could get geared up for ICC/earlier raids by simply spamming those ICC heroics, suddenly the average guy had nearly the same gear as someone who raided beforehand. Fuck, I was in a world top 20 guild during Ulduar, and I had nearly BiS gear ( full t8.5, all the trinkets etc etc ) - I stopped raiding after that tier, and I wanted to raid again in ICC - suddenly I see a guy who has better gear than me from crafting+new ICC heroics+normal ToC10 - what the fuck?


What they need to do is make people play tiers again. Like, I'm talking TBC style. There's no going into SSC unless you've completed Karazhan/Gruul. There's no going into Sunwell unless you've finished Black Temple. And they need to make people work for gear again. <- this is especially easy right now considering PvP gear is gone in next expansion, meaning that Blizz won't have to worry about people grabbing PvP gear from vendors and being able to enter raids immediately. Also, "normal" version of a tier 2 raid SHOULDN'T drop better loot than "heroic" version of tier 1 raid.

Also, they really fucked up with the dungeons. I remember back in TBC - EVERYONE AND THEIR MOTHER had to grind heroics because from heroics came the BiS trinkets ( Icon of the Silver Crescent <3 ) that were BiS for the major part of the expansion, and came other pieces of gear that were, if not BiS, then nearly BiS, even for BT/Sunwell raiders. Current dungeons - herp derp, some blues and apexis shards lulz. What are Apexis shards used for again? I don't know, and I played WoD seriously during Highmaul/BRF/WoD S1 and I'm playing it casually now in S3.

But alas, they'll never make the game harder again, simply because that's not their goal with the game anymore. Timesinks aren't popular with the current generations - they're the generation that are used to buying a game from Android market and then dump 100 dollars on it just to have it completed. This is the business model Blizz is aiming at, and they can suck my fat cock and my hairy balls for it.


#4571646 Legion Alpha - Arms Artifact Weapon Released!

Posted Speedymart on 28 March 2016 - 02:11 AM

"But it's only alpha!"

"But it's only beta!"

"But it just released, they'll patch it"


Cycle never fucking ends


#4568781 Patch 6.2.3 Hotfixes March 3rd

Posted God on 05 March 2016 - 10:14 AM

View PostElorxo, on 04 March 2016 - 01:32 PM, said:

probably a test, if it's not enough they might increase the dmg reduction further

This is how they should have been doing it for years, small incremental changes to see impact.

Instead of these retarded "80% damage buff to x spell".


#4568622 Patch 6.2.3 Hotfixes March 3rd

Posted Fedx on 04 March 2016 - 02:47 PM

Things that should have happened: (prio 1)
-------------------------------------------------------
*bigger dk dps nerfs
*big rdruid nerfs
-------------------------------------------------------
(prio 2)
*enh dps nerfs
*ww fists nerfs
*small ele nerf
*nerf frostbolt/icicle dps instead of ice nova. Mastery mages is stupid, they should be rewarded for casting but the dmg they do when they freecast is insane.
*nerf hpala wings because when those are up nothing is going to die. But buff the overall healing so they are not 100% dependant on wings because without them they do 0 healing.

edit: i forgot about lock sprint + freedom after gate if they play set. You are a fucking warlock that is suppose to do insane dps with your only mobility as your port + gate, you shouldnt have a fucking sprint that makes you faster than usain bolt with a freedom built in.


#4557873 New to WoD PVP, fucking terrible at it.

Posted ~Invictus on 29 December 2015 - 06:59 PM

Hello and welcome back.

If you browse the forum, you'll find a lot of headsup and whatever about matches and stuff.
For now I'll summarize stuff for you about talents. It's a quick overview based on a year of discussions.

Tier 1, Charge talents.
Against Hunters, Juggernaut.
Against Mage comps, Double Time for uptime.
Against everything else, Warbringer.

If you face melee cleaves and need more peels, gyph for Blitz and take Shockwave, both 2s and 3s.

Tier 5, defensive row.
You'd be better off taking Safeguard against train comps and Vigilance for when you need an additional defensive. It's a great counter against Ferals since it lines up almost perfectly with their burst.

Tier 6, offensive row.
Consider taking Avatar if you need more oomph, or Bloodbath against stuff that tends to kite you to infinity and beyond such as Rogues, Hunters and Ferals.
Bladestorm is good damage, but if you are to pick Bladestorm then it's not for its damage.

Tier 7, level 100
As Arms (and Fury), Anger Management is the sole answer to all the questions. Fury has the option to go for Siegebreaker, but it's a real gimmick and you lose your Fear for it.

If you need a somewhat "easier" spec, roll with Fury for a bit. It's a little more enjoyable than Arms and gives you the opportunity to learn the flow of the game.
I'd suggest to find some inexperienced, nice people you get along with and try to learn the ropes from scratches, if they're willing.

Nice people are better than ranked people with the attitude of a spoiled yogurt, and learning is a fun progress in itself when it's done with a nice group.

If you have any further question, ask away.


#4549443 [Warrior] Legion changes

Posted Evilcow on 05 December 2015 - 11:44 AM

Losing Hamstring, Spell Reflection and Intimidating Shout seems a bit harsh, but arms burst seems really good.

http://beta.wowdb.co...calculator#CurF
http://beta.wowdb.co...-calculator#bvF

Recklessness, Avatar, Double Time, Bladestorm, Mortal Combo, Anger Management, Pain Train, Sharpen Blade...


#4533471 Season End Announced

Posted HeyimJack on 03 November 2015 - 11:24 PM

View PostWrathful, on 03 November 2015 - 10:16 PM, said:

After an in intense season of shit in Arenas and Battlegrounds,
fixed


#4527873 Can i be rewarded for outplaying mages in legion?

Posted Elorxo on 26 October 2015 - 01:20 PM

View PostDuduferalul, on 26 October 2015 - 01:13 PM, said:

put sheep as a talent on the same tree as frostjaw , problem solved

i think making ring and frostjaw dr with deep would be much better


#4527870 Can i be rewarded for outplaying mages in legion?

Posted Duduferalul on 26 October 2015 - 01:13 PM

put sheep as a talent on the same tree as frostjaw , problem solved


#4517493 Inferno #1 Warrior PvP montage

Posted Covlol on 10 October 2015 - 12:01 AM

View PostJonatan, on 01 October 2015 - 07:38 PM, said:

I dont like warrior gameplay, but music was good

Yea, we don't like it either...


#4467350 Cdew ditches Azael and Mes

Posted Jim_Jim on 05 August 2015 - 02:13 PM

Do you like this one ? : http://sketchtoy.com/65650243


#4467299 Cdew ditches Azael and Mes

Posted Jim_Jim on 05 August 2015 - 12:26 PM

http://sketchtoy.com/65649739

I made it with all my love.


#4461611 Recklessnes

Posted Regent on 28 July 2015 - 11:36 PM

View PostPinka, on 28 July 2015 - 11:19 PM, said:

The only offensive cooldown in the game that has it's effect reduced directly in pvp. -50% dmg from crits, denounce, pet sac, barkskin glyph. Would be so much cooler if arms had a different kind of recklessness effect. Like increasing mastery for 12 sec instead of crit.

For arms the only real thing that matters you will crit is mortal strike and sudden death. And mostly when cs is up. So realisticly you can only enjoy a big burst for 1 to 3 globals unless you do CS>SD>MS>Bladestorm. Otherwise the crit is wasted on whirlwind.

Atleast critting has some meaning for fury. As it gives bloodthirst more then 100% crit during it.

Arms is hilariously poorly designed. Vanilla level of class design.

There is no point in changing anything now as it is almost guaranteed to be completely overhauled next expansion.


#4432292 WoD's Design Paradigm and the Warcraft Experience

Posted Bigmoran on 06 June 2015 - 07:07 AM

Post on official forums: http://us.battle.net...c/18000131343#1 Please support this post if possible.

I haven't been keeping up with the forums recently, but it has been quite clear to me that there is a growing sentiment that WoW is less fun than it used to be. As someone who has played WoW for over eight years, this is something I have also felt as of late. I want to be very clear that I really like World of Warcraft. I have had someone of my fondest experiences and met some of my closest friends on this game. That being said, I am very concerned for the future of WoW. I certainly do not want to see the game I've loved for eight years die in a single expansion. The aim of this post is to try and illuminate what I think are the core problems of World of Warcraft's current design paradigm. By no means are any of these problems original ideas. I'm sure there are plenty of posts that have shared my exact feelings. My hope is that others may share some of these feelings and create conversations with both the developers and the community itself.

I. The lack of 'world' in World of Warcraft

Garrisons were originally an interesting novel addition to the WoW experience. They served the purpose of delivering an individual single player experience. While the intention of adding Garrisons might have been to allow for a more personal solo gameplay, I think the psychological effects of Garrisons have been quite damaging on the community. For one, they removed the need for many laborious activities to be done across Azeroth. Everything from gold farming to transmorgification can be done within the Garrison. While this may seem very convenient, it is also incredibly isolating. It is possible to be entirely self sustainable while never needing to leave your Garrison. A friend of mine has even leveled a character 90-100 by simply completing Garrison missions every day.

Smaller server sub-communities are often created in zones with lots of interaction. Durotar and Elwynn Forest are places where people would meet up with each other. They could duel, chit-chat, banter, gossip, etc. While these zones still exist, it is much more common to see many people on your friends list just sitting in their Garrison. It is the equivalent of locking yourself in your room while there is a wonderful party going on in your house. Stormshield and Warspear don't really feel like main cities. Instead there are just a waypoint between you and your Garrison.

II. Trivialized Rewards

I think this problem has its roots with the introduction of Justice Point gear during the Zul'Aman patch in BC. Rewards are given to players for completing the most trivial of tasks. Queue a BG? Get a reward. Complete a dungeon? Get a reward. Complete a garrison mission? Get a reward. Items and achievements are given for almost everything you do in WoW. These trivial tasks also trivialize the reward you receive.  I recently graduated from university. Even though my diploma is a fancy piece of paper, it symbolizes four years of work.  Imagine if all it took to receive a college diploma was to complete a ten question survey. Surely it would devalue the worth of the diploma itself. While it does make gearing characters a much faster process, spamming players with rewards is also something that I see as damaging. Giving players meaningful challenges is something that motivates them to play.

The trivializing of rewards is something that has also effected PvP. The prestige of PvP titles has been lost since the removal of Battlegroups. Rank one titles had more meaning when they were only given to a single team (barring the Season 8 fiasco and other ties throughout the arena seasons). Rank one titles seem to be passed out like hotcakes. Once again, this devalues the worth of the achievement and trivializes the effort involved in obtaining it.

III. Scripted PvP

I really appreciate the effort of Blizzard in barring bots from the game. That being said, I think these efforts were made too late and there is definitely more work to be done. Nonetheless, even if there is not a single bot in WoW, PvP seems to be rather scripted. What I mean by this is that every class and composition has its own script that determines the most optimal plays in a particular matchup. The better each player is at performing their script determines the outcome of the matchup. Mages are a class that I think characterize scripted gameplay. Every 30 seconds, Mages will use Blazing Speed, Blink, Deepfreeze, and Polymorph/Ring of Frost. It's a rinse and repeat algorithm.

The scripted feeling of PvP distorts the depth that each class is capable of achieving. Each class and composition is streamlined into playing a certain way. If you do not play by the script, you will fail. If you play by the script, you will succeed.

IV. Cooldowns being too strong or too weak

One of the biggest changes to class design since Vanilla was the increasing number of cooldowns with every expansion. While I do think cooldowns are interesting, there is an incredible imbalance of the strength of different cooldowns and their interactions with other abilities. Simply put, some cooldowns are disproportionately strong compared to others. One example of crazy powerful cooldown/ability interaction that is Bestial Wrath, Focus Fire, A Murder of Crows, and Barrage. These four abilities (all of which are cooldowns) dramatically increase the damage done by the BM hunter. The only class that can completely counter this combination of abilities is Rogue (they can Vanish to remove crows and Stun/Gouge/Blind to interrupt Barrage). Some offensive and defensive cooldowns are incredibly powerful, so much so that matchups revolve around the usage of these cooldowns and how well the other team answers with their own cooldowns. It's another form of the script. The most optimal reply to cooldown usage is often more cooldown usage. This cooldown matching doesn't really seem to add much to the depth of matchups. To me, games are infinitely more exciting when they are not determined by a single ability, but instead the consistent good use of an entire skill set.

V. Passive abilities

Controlling your character involves conscious use of movement keys and abilities. Casting a Chaos Bolt, running around with Sprint, and shifting into Bear Form all involve a physical interaction with you and your peripherals. Moving around and casting spells gives you a sense of robust autonomy and allows you to connect with your character. Another change in class design over the years has been the introduction of many passive abilities and perks. While these may benefit each individual class and spec, they really seem to distort this feeling of "I did that" when it comes to controlling your character. In PvP, one of the most complained about passive abilities is Saved by the Light. This ability, like other passives, does not require the user to perform anything (sure you can make the argument that it requires Beacon of Light on the target but that is beside the point). This trivializes the value of the ability itself. If a matchup is determined by a passive Seal of the Light proc, it is psychologically damaging to both the winning and losing team. The Paladin feels like they haven't really done anything-- their win cannot be attributed to the conscious and careful use of a spell. The team that loses is frustrated, knowing that the enemy team has won the matchup because the game had registered a target at x% HP and prevented the death of that target.  

Conclusion (TL;DR)

Much of the current design paradigm in WoW has had psychological damage on players, dampening their motivation to play the game. Overall the game feels less immersive, provides too many rewards, reinforces homogenized gameplay strategies, and revolves too much around powerful cooldowns and passive abilities. The game seems to be losing much of its spirit. Having a fun time in WoW involves joining a community, being creative with your spells, and having a sense of achievement.




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