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Posted Pawzz on 16 December 2014 - 05:54 AM
Posted Deew on 11 December 2014 - 09:18 PM
Is has been brought to my attention that noxxic.com might not have the best stat weights and that maddps.com might be better. So here is a link to wowhead with only crit and mult modified according to PvP using stats from maxdps.com
For those of you who don't know how to do this, here is a link to all the warrior conq gear with the stats weighted:
http://www.wowhead.c...:87:72#0 9-24 1
I used the stats from:
With 4 modifications:
1: Crit is lowered to 50% due to pvp nerf
2: Mutlistrike is lowered to 50% due to pvp nerf
3: Haste is lowered to 70% (due to snared, slows and so on)
4: Versatility is inceased to 130%
If you want to change something, just change the numbers under Stat Weighting.
For instant. if you are in a comp where you never get attacked, lower the value on Versatility.
I didn't take the 10% haste cap into consideration since it depends on what comp you play and so on.
Tip: sort the gear by slot.
Edit: A quick explanation of how to use this for those that don't know.
1: Stat weighting
The stat weights above are from PvE boss simulations, and when i put them in wowhead I made a few adjustments in an attempt to show how you can modify them according to your liking because this obviously changes depending on your team, how you score kills and how well you can stick to the target.
Here are a few PvE examples done with SimulationCraft for a elite player that does 0 mistakes and has perfect uptime:
Patchwork 1 target:
Patchwork 3 targets:
Heavy Movement 1 target:
Heavy Movement 3 targets:
So what this means is on a fight like Patchwork with 1 target, Mastery is best, followed by Versatility (only dmg) followed by Crit, then Haste and lastly Miltistrike (crit and mult adjusted for PvP).
The same fight but with 3 Pachworks, changes this so that Versatility is best and Mastery becomes worst.
This is because a large portion of your dmg is coming from WhirdWind, Rend, Bladestorm and Sweeping strikes.
Now if we do the same simulation for a Heavy Movement fight, you can see that the stats don't change much, mostly because the player in the simulation is still awesome with amazing uptime.
If I do the same simulation for heavy movement and 3 targets but with a player that isn't so skilled, we get this:
Heavy Movement Skilled 3 targets:
Heavy Movement non-Skilled 3 targets:
As you can see here, mastery becomes more important while Haste becomes much less so. This is because you will not have perfect uptime, meaning less auto attacks and less use of the shorter MS cooldown.
Which stats is the best changes depending on how you fight, if you are only scoring kills with bladestorm for instance, mastery will do you absolutely no good. While if you are running Bloodbath or Avatar master becomes very good since most your dmg during these cooldowns will come from MS, EXE and CS which are directly affected by Mastery.
Conclusion: In a typical 3v3 fight, you won't be able to have a lot of uptime on all 3 targets at once, so when you fix your stats you should use single target DPS stats as a starting point.
Which according to noxxic.com is as follows (adjusted so mastery is baseline 100 and compensated for crit and multi):
And you should adjust them accordingly to suit your specific needs:
Mastery: Keep as is for baseline
Versatility: You might want to increase this if:
1: You are a frequent target in your team.
2: You are dying to swaps a lot.Haste: There are 2 scenarios here:
1: If you are aiming to get another GCD into your CS window, you need 10% Haste (including team buffs) to reach the breakpoint, aim for that.
2: If you are not looking to do that, lower this stat to reflect the fact you will not have perfect uptime on your target.Crit and Miltistrike: I consider to fulfill the same same function but at different efficiency. But if I increase one, I would increase the other as well.
If you are scoring kills in a way where your main dmg spells (MS, CS, Exe) aren't the primary source of dmg, e.g. you score kills with Baldestorm nukes, you might considering increasing this.
(In this case, you might actually want to keep this as is and decrease mastery instead)
2: How to pick gear:
Once you have adjusted the stats according to your liking, simply update the filter in the wowhead link I provided above, sort the gear according to slot and pick the highest one in each slot for all but 1 of your set items.
When it comes to selecting the best set item to drop (you don't need 5 for the set bonus) you simply do the following:
Create a table where you input the value of all your set items, and the value of the best non set item like this:
Best non-set alternative:
And then calculate the difference, the ones with the biggest difference, is the set item you should drop.
In the example above, that would be the Legs, with a difference of 36,1 while the others are all less than 20.
Happy Gearing Up!
Posted Zzx on 11 December 2014 - 03:53 PM
Posted Marshmellow on 05 December 2014 - 08:07 AM
Posted Garrockz on 01 December 2014 - 11:38 PM
Spoke to a few high rated Warrior Players and most of them just take Fury as their "ololol i can wield 2 TWOHANDORZ" spec. And not as the viable arena spec that it actually is. It has its downsides, but the main issue is that most Warriors never even bothered to learn this spec, but start complaining nonetheless.
I'll give you guys a quick guide on how i play it and give you the chance to actually try it out before complaining.
First thing: Cut the Titans Grip Crap. We got Crazed Berserker which means a flat 30% damage increase to all our skills if we use two one-handed weapons. No offense but, that tiny bit of str / offstat and dps difference does not outweigh a frikkin 30% overall damage increase.
Next to that there is as far as i've expierienced it, only one viable option in the Lvl 45 Tier. And that is actually Sudden Death.
Reasons are simple: As Fury we do Main- and Offhand Execute Hits.
For example: I got hit by a fullgeared Arms Warrior with Reck up for about 60k. In Return, when i use my cooldowns i hit him for about 35-50k Mainhand + 25-40k offhand. And thats not a crit record guys.
To explain this huge difference in Damage is easy: Furys hit harder than Arms with Execute because of the fact that we hit with both weapons AND because of the lvl 98 Draenor Perk that boosts Fury Execute Damage for another 20% which is huge.
In addition Singlehanded Furys hit harder with Execute than Titan Grip because of the flat 30% increase.
Second Reason for Single handed is the hit tempo. More white hits = more chances to proc Sudden Death as it has a 10% chance to proc on every white hit you do.
To put it in a nutshell you can say that this is a solely Sudden Death based spec. So its not surprising you had a hard time dealing damage with Unquenchable Thirst, which i find a pain in the ass to play aswell.
Besides i recommend not using Bladestorm. As it just makes no sense for this spec. We want to pull of as much pressure with Execute as possible, and ive found Bloodbath quite fitting after playing with Avatar for a long time.
Downside is you are actually reliant on those procs. But for me it doesnt feel hard to pull off decent bursts. In Fact SD procs really often and happens to proc to subjectively 90% of my charge-initiated Target switches.
Stat Priority is a bit tricky right now because the blue gear still has pretty low stats.
Mastery is in fact our best Stat in late Game. Having high Mastery is the stuff that makes you go Ham and one shot unaware priests. But for the beginning it is rather important to stick to crit.
Reasons are as follows: The number one priority we have is to have as much Enrage Buff Uptime as possible. Without our Enrage Buff, we do not use our Sudden Death procs (only if they would go to waste otherwise). For that we need a certain amount of crit. With the 2 Pieces Set Bonus and the +30% crit on Bloodthirst we need at least 20% base crit to have a 100% Enrage Buff after each Charge. With 6.0.2 on our lvl 90 alts and with 550 pvp Gear i had about 36% crit which resulted in nearly 100% uptime.
As far as it goes for now, and with the 2 pieces set bonus added. i think we should be fine with about 30% crit, cause you cant just rely on the charge (Numbers are subjective here as i did not use any spreadsheets yet). Which means we actually have to go for full crit with the gear for now.
As soon as we reach that we can go full Mastery and get as much Damage as possible out of our Gear.
I also highly recommend not taking the warbringer Talent. Go for Juggernaut/DoubleTime for more Bloodthirst Crits. And instead just charge and pummel, and take the Rude Interruptions Glyph for another 6% more damage.
Enchants are another thing that im testing out alot right now, but due to its uptime and the fact that i prefer static crit chances, im going for Crit Enchants on Rings / Neck and Back and 500 Mastery procs Enchants on both weapons.
The weapon enchants have a really good uptime and bring forth about 13-14% flat damage increase if they proc both. And they do proc both really often.
Rotationwise we just keep up Bloodthirst to get as much Enrage Buff uptime as possible. Similar to the Colossus Smash Uptime from Arms Warriors we also use our damage intensive abilitys only during the Enrage Buff, as it means a whole lot more dps for us.
Skill Priority as follows: Execute > Bloodthirst > Raging Blow > Wild Strike.
Wild Strike hits the weakest as it hits only with our offhand and also has the worst Rage/Damage Ratio. It reduces healing on the target, so its worth to keep its debuff on our target up, but do not overprioritise it. My hardest Wildstrike Hits ranged to about 19k crits. My hardest Raging blows dealt 14-18k with only the mainhand. Its damage usually just ranges a tiny bit above Wildstrike but it has the potential to sometimes also deal really good amounts of burst if the SD procs just wont happen.
Another thing to keep in mind, is that we can actually dump rage with Wild Strike pretty quickly for those of you, who are, like me, playing with Anger Management. So if you desperately need that one Stun on the target, hammer BT and WS and get it off faster.
You can prioritise RB and WS over Bloodthirst if you just got a fresh enrage buff and aim for a kill, but other than that, go for BT and a higher Enrage Uptime. Do not underestimate our white hits Damage!
Ive played Arms and ive played prot. And with both specs i was not able to pull of such immense burst phases as i have by playing fury. Prot is cool and its Utility is unmatched right now, and Arms has some insane overall pressure with its constant MS crits and the Rends ticking. But Fury is for those of you who want to make them feel real pain. I dare you to try it yourselves before judging this spec. Its a bit tricky right now as we lack a bit of critrating which we certainly need for a good Enrage Buff uptime, but it is viable nonetheless imho.
To sum it up: Hit as hard with those Executes as possible, and make them regret that they underestimated you.
Posted Speedymart on 23 November 2014 - 03:32 PM
Hopefully blizz fix before season starts.
They were abusing a bug that was a hidden buff granting them like 500% haste among other things.
Nothing to do with warriors.
Bunch of players (includding the ones in the VoD) used this to run challenge modes, which of course brought attention
Posted Talbadar on 11 November 2014 - 06:21 AM
Class Variety: Class variety was at an all time high this expansion in all areas of PvP. At any given part of the 3 seasons we can say within reason that about 20 out of the 29 viable PvP specs could do well in arena when played by the right players. This is not to say they could get carried, but that the class had the potential to compete. This was certainly not the case in BC and Wrath. During Cata it became more apparent that Blizzard wanted more classes to be viable and they definitely followed through into MoP with this in mind.
Catch-up system: Not much has to be said here. The fact that you can show up a few weeks late with a character and still compete or better yet go from 0 gear to full gear on an alt at the end of a season is a world of difference from previous expansions. This improved the game so much for me and for many players who have alts that don't usually get geared before the end of a season.
Full PvP gear best in slot: After years and years of dealing with players using trinkets from raids that could increase their damage by 30% or proc extra attacks that hit for 20% of your health bar we finally got what we wanted. Blizzard introduced a system that made full PvP gear best in slot for almost any situation. As an arena enthusiast this made me quite happy.
Class balance: It's hard to say this without a lot of negative feedback about certain ones, but class balance as a whole was really good by the end of the first season and onwards. As I mentioned earlier many classes were viable, but most of the time they were still very competitive anyway.
Let's take a look at some of the classes we saw at regionals and blizzcon this year. I am familiar with only the US teams for regionals, but we had a Ret, a Holy Priest, multiple Marksmanship Hunters, a Shadow Priest, a couple Elemental Shamans, a Boomkin, multiple Frost Mages, multiple Resto Shamans, multiple Affliction Warlocks, a Mistweaver Monk, a Subtlety Rogue, and a couple Resto Druids. At Blizzcon we saw a couple Windwalker Monks, a Fire Mage, and an Arms Warrior. That alone covers a lot of classes and specs.
On the live ladders we saw a lot of different specs doing well and I can only count 8 specs that did not reach a rating of 3000 by the end of the final season which are: Disc Priest, Fury Warrior, Frost DK, Arcane Mage, BM Hunter, Demo Warlock, Combat Rogue, and Assassination Rogue. For all I know some of those could have made it.
Successful arena maps: Blizzard finally added new arena maps that didn't need major revamping to become a solid part of the arena map pool. They also revamped Blade's Edge and Dalaran for the better though I sometimes do miss the old Dalaran against melee. They still need to work on some of the map balance, but really you can't hate on what they did during MoP with arena maps. I would like to see them add Ring of Valor back to the map pool. The current one is actually a great map it's just disabled due to bugs.
Merger of battlegroups: The removal of set arena teams in combination with having a single player ladder and being able to queue with anyone you want has been HUGE for the game. You no longer have to sit on arena teams until the end of a season worrying about your rating. This has also decreased queue times and allows players to compare everyone at once which people definitely care about seeing.
Resilience, PvP Power, and Dampening scaling : While not everyone can say that they enjoyed having these stats around you have to commend Blizzard for getting the numbers right with every season. They had to manually adjust them with each season to make sure people weren't dying too fast, weren't healing too much, and ensure that games were actually coming to an end in a reasonable amount of time. They definitely could have done better with 2v2, though.
Streaming Influence: You may not like some of the streamers and you may have some that you love, but streaming has definitely made a positive impact on the game. A lot more players are better informed and many feel like they are part of something by being able to communicate with top players and other members of their arena community.
Holinka BOYS: This man has done wonders for our community and you should be more than happy if you know what he's been doing while working for Blizzard. He's been in contact with a lot of the top players and constantly looks for feedback to relay to help out. He's also attended the LAN events to talk to players and meet them which I'm certain was not required of him. I've spoken with him quite a few times and the guy's got a good head on his shoulders so we should be happy we have him instead of the whatever the hell came before him.
Reliance on gear: A common theme for this expansion and Cataclysm was a heavy reliance on gear to be competitive. While everyone thinks PvP gear should be the best in PvP, the reliance on having the best gear available to even come close to competing is frustrating. There have been times where I am missing 3 or 4 items and it feels completely hopeless to try knowing other people just do so much more with those few pieces.
Too much CC / Too many defensives: This topic has been heavily covered by so many people so I'll be brief to not bore you. The arms race went way too far this expansion. Instead of Warrior Charges Mage-->Mage Frost Novas it's now: Charge-->Blink-->Heroic Leap-->Nova-->Intervene-->Pet Nova-->Reflect-->etc,etc. Everyone just had way too many things to deal with each other and way too many simple reactions when taking damage or wanting to deal damage.
Dampening in arena: As both a tournament spectator and competitor I strongly believe that Dampening is a horrible concept for arena. This allowed for many things to happen. First of all teams could design their composition fully around winning because of Dampening and play around it. I don't think this was as relevant to ladders as it was at the actual tournaments. Both my team (ele, lock, druid) and the team that won this year (boomkin, lock, shaman) could easily attribute their success to its existence. It made for really boring starts to happen in a game where most of the action should be happening seconds into the match.
This also allowed Blizzard to balance the classes around dampening and not having to worry about if players could actually get a kill early on. Instead of fixing the issue they just took a shortcut around it by forcing games to end. I think having some type of ultimatum for games ending is fine, but the game should be balanced around players scoring kills before something like that is even necessary. On top of that it should be fair for both sides which sadly dampening is not. "The Crowd Chose You" is obviously not a good option either.
Caster dominance at higher levels: This has happened at the end of a lot of expansions for WoW now and I think it would take a long discussion to figure out why this is the case, but as you all have seen the past 4 years have been more of a Wizzcon than anything else. Melee make things exciting and even against two casters it creates a much more dynamic matchup to both play and watch.
Reluctance to make small changes: I've heard Blizzard's thoughts on this time and time again, but I still feel as if we're getting robbed out of a better experience. They don't want to make a lot of small changes because they don't think it will make a big enough impact and will only deter players from participating if the classes keep getting changed. When I look at a game like LoL that makes constant slight balance changes weekly I can only frown knowing it would be great for WoW PvP to follow suit. Changes like this one below make the game drastically different and makes some classes stay dead for very long while others get to overpowered states for entire seasons without change.
Lack of tournaments: No regionals in 2013, a few tournaments hosted online (that were, as usual, attacked by DDoS), and just a few LANs? We didn't do much these past couple years. Tournaments create life in PvP. It gives events for people to look forward to and it gives drama for players to talk about. I heard something about MLG thinking about picking up WoW again for WoD, but rumors are rumors.
Healer Variety: Specifically in arena only 3 out of 6 specs (Mistweaver Monk, Resto Shaman, Resto Druid) were viable at the end of the expansion. I'd say we didn't do a good job of ensuring viability among them especially with Discipline being horrible for almost the entire expansion. One could argue that each spec was good at some point during the expansion, but that's simply not good enough especially after coming out of Shamanclysm.
Moving forward into WoD
Ability Bloat: There are so many things I am looking forward to in WoD and one of them is the removal of a ton of abilities and cooldowns that were just making the game worse. A lot of people won't agree initially, but let me explain why it's a good thing. There are tons of abilities for you to use to outplay your opponents and you want to be able to use them all and it makes the skill cap really high... sure that's great, but there are plenty of great games out there that use very few abilities to do things well. As long as there are mini games to play then there is plenty of room for player interactions to make a difference and for players to have fun. Mini games are things like: positioning battles, the interrupt game, forcing/saving trinkets and cooldowns, and battling for objectives. There's so much more to PvP than just having a bunch of crap to press.
Interrupt and CC changes: The number one change coming into WoD is one that's been needed for so god damn long. The removal of Improved Counterspell (the strongest CC in the game besides Fear) and Improved Spell Lock. There are other Silences and small CCs being removed, but this really does add to the fun for both the Mage/Locks and other players. You feel like you get more out of a spell when you use it well and previously all we see is blanket Counterspells and there's not much interaction required. The more interactions between players the more room there is to outplay. Don't forget the nerfs to Fear duration, CC cooldown, and the removal of PoM Sheep, NS Cyclone, and other forms of instant full CC.
Focus on PvP: From what I gather there's been a focus on making PvP fun for this expansion and with Holinka on board I'm having positive thoughts on PvP as a whole. I would love to see 2v2 make a comeback as a fun bracket that you can queue with your friends where games actually end quickly instead of the current stalemates that happen. With less abilities cluttering the game the mini games should become more and more relevant instead of the previous cooldown war. You have to expect that the expansion will start out with some bumps. Maybe damage overall will be too low, healing will be too high, or Mages will one shot people with Ice Nova, but we will get there guys!
Hope you enjoyed. Feel free to post your thoughts on both the positives and negatives of MoP as well as what you're expecting moving forward.
Posted Dizzeeyo on 08 November 2014 - 02:01 AM
- Abilities that have been balanced to mediocrity are not fun (Mortal Strike)
It was just shown on MMO.
Posted Jahmilli_ on 03 November 2014 - 04:45 AM
rbgs will always be both more competitive and stimulating for smarter players, those who are willing to apply knowledge of game mechanics to changes in the environment aka people who can think quickly in more than one dimension will come out on top.
let us for example imagine a situation in which two mice are placed in a box, and that they have to battle to the death. Clearly, the more physically capable, bloodthirsty mouse would come out on top and skill wouldn't be a factor [this is an analogy for playing a better comp, for all you arena people reading this].
RBGs definitely have a higher skillcap, there is so much more to do as almost every class, and the strategies can be much more complex than arenas. Unfortunately majority of the best players in the game no longer participate in them. They are far less competitive now than previous seasons, and the best teams are very mediocre compared to what they could be. The main reason people who struggle in arenas tend to excel more in RBGs aren't because they're easier, its because the teams beating them in arena don't exist in RBGs, they choose not to play them. The player pool is much much smaller.
Anyone who has actively played both RBGs and arenas at the highest level would agree its much more fun and satisfying to win a hard fought RBG with two amazing teams than to win any arena match, but nowadays that is INCREDIBLY hard to come by, it may not even exist anymore.
Posted Drevi on 03 November 2014 - 04:39 PM
If you are gcd capped, you need to fill every gcd with mediocre skills to do competitive damage. That means your damage done will be directly proportional to the amount of uptime on your target.
If you have a couple of big hitters and a weak filler coupled with intended empty gcds then you suffer a lot less from not being on your target.
Right now as long as you keep rend up and are able to use MS and CS nearly on cd then you are not losing a ton of damage. You already unloaded you big hitters, you will miss just a couple of weak WWs (and if you are using the range glyph, that you should, then even less).
But who cares. Even without glad stance prot is melting faces.
Every time I look at the gladiators resolve talent I get a boner. Lvl 100 can't come fast enough.
Posted Covlol on 26 October 2014 - 05:09 PM
You guys are forgetting the perk during the 90-100 leveling process that increases the DMR of Die By The Sword by another 10%. Utility I agree on, please god give Unrelenting Assault back to Arms!
Posted Sosseri on 15 October 2014 - 10:55 PM
Posted The_Observer on 05 October 2014 - 12:44 PM
The tldr of that is all passives stack with most powerful temp. Also Speed enchants are 10% in wod and is on the cloak. This glyph plus enchant is 30%.
Posted Speedymart on 30 September 2014 - 06:49 AM
Posted gravyrainbow on 26 September 2014 - 01:36 AM
With no other melee recieving any legit nerfs. They all basicly got buffed since all their ranged counterparts got nerfed due to having to cast.
I can't imagine ever getting some away time as a mage vs a ret or feral. How will the mage ever get a breather? One deep every 30 seconds? Please make roots matter vs those classes otherwise were in for a silly season.
You can't escape a feral as a mage. I've spent a lot of time playing arcane on the beta and it's pmuch the only class I can't 1v1. Feral is the spec that everyone is whining about in general chat.
I wouldn't have so much of a problem with the mobility thing if you actually hit decently hard once you connect with someone, but I start to nerd rage when I spend 8s in a root, waddle over to some dude wearing a bathrobe and then hit him once or twice for 50k if I'm lucky.