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[WoW-Warriors] Blizzard's perfect class. Envy us.

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Posts

  • MayGodHaveMercyMayGodHaveMercy Registered User regular
    edited February 2010
    Angry wrote: »
    forty wrote: »
    Actually I think doing Sarth+3 on 10-man the "intended" way required 3 tanks. It might not anymore for groups who outgear it, but back in the 213 gear level days, I think groups were doing it with 3 tanks (with probably the off-off-tank being a feral druid or DK or something that could do reasonable DPS when not tanking).

    naw, when we did it the legit way for our plagued we had me tanking sarth (dk) and a paladin picking up everything else. hardest fight i've ever done.

    really wish they had removed of the nightfall title when they removed the plagued.

    Makes me sound like some sort of elitist, but I couldn't agree more.

    Also S3D10 is pretty much impossible with two people pulling 2.4k DPS. There's.... absolutely no excuse for DPS that low these days. That was inexcusable when I quit (Ulduar days).

    EDIT: Kiting Tenebron is lame. It's so much more fun with him in the mix.

    MayGodHaveMercy on
    XBL: Mercy XXVI - Steam: Mercy_XXVI - PSN: Mercy XXVI
  • fortyforty Registered User regular
    edited February 2010
    Angry wrote: »
    we used 2 tanks and 2 healers i'm pretty sure. our paladin tank is by far and away the best tank i've ever played with though.
    Well, it doesn't really matter how good a player you are when damage/healing in is mostly dependent on gear and healers.

    forty on
    Officially the unluckiest CCG player ever.
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited February 2010
    the tanking in Sarth3D 10man was very much a high-skill-requirement job if you were the drake tank and expected to also tank adds.

    the 25man drake tanking was actually pretty crazy too with how small the hitboxes of those drakes were.

    Dhalphir on
  • fortyforty Registered User regular
    edited February 2010
    I'm not talking about the skill requirement of picking everything up, but rather the lack of skill involved in whether or not you die to rape damage.

    forty on
    Officially the unluckiest CCG player ever.
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited February 2010
    Not really. The damage intake was actually fairly minimal if you were doing the role properly. If you ran around like a crazy chicken allowing the drake or the whelps or the fire elementals to get behind your back you took a ton of rape damage.

    Dhalphir on
  • ZZ9 Plural Z AlphaZZ9 Plural Z Alpha Registered User regular
    edited February 2010
    Ok, yall are talking about Glyphs, but what about prot glyphs? I just hit 73, and decided I should pick up my lvl 70 minor glyph....and there is nothing good.
    The glyphs I have right now are.
    Major - Glyph of Sunder Armor and Devastate
    Minor - Glyph of Bloodrage and Charge
    I decided to grab Glyph of Thunderclap, since all the other minor glyphs were for Fury and Arms. My lvl 80 Major glyph I think will be Glyph of Blocking.
    Does this seem like a good glyph set up for 80? I like the Glyphs of Sunder and devastate for soloing a lot, but are there better options to take at 80?

    ZZ9 Plural Z Alpha on
    Blaklabel.png
  • AngryAngry The glory I had witnessed was just a sleight of handRegistered User regular
    edited February 2010
    cleave blocking and devastate are what i used.

    i absolutely hate warrior tanking though.

    Angry on
  • fortyforty Registered User regular
    edited February 2010
    Glyph of Thunder Clap is a good minor. I don't know what you're talking about.

    forty on
    Officially the unluckiest CCG player ever.
  • ZZ9 Plural Z AlphaZZ9 Plural Z Alpha Registered User regular
    edited February 2010
    forty wrote: »
    Glyph of Thunder Clap is a good minor. I don't know what you're talking about.

    Edit: NVM, I see where it came off like I thought it was a bad glyph.

    ZZ9 Plural Z Alpha on
    Blaklabel.png
  • DecomposeyDecomposey Registered User regular
    edited February 2010
    Well, in my 5-man/AoE prot spec I have the Major Glyphs for Sunder, Cleave, and Resonating Power, and the minor glyphs for bloodrage, charge, and thunderclap. To maximize AoE damage and make sure I don't loose aggro to the blizarding mages the rain of kittens warlocks.

    In my Raid/single target prot spec I have the Major Glyphs of Blocking, Devistate, and Shield Wall, though I'm still on the fence about switching the Devistate for Last Stand. Since not having Last Stand glyphed has yet to cause an issue, I'm leaving it Devistate for now. I can't off the top of my head remember what my raid spec minors are.

    Decomposey on
    Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    edited February 2010
    I can't think of any good reason not to have both Charge and Thunderclap minors in any prot spec regardless of purpose.

    Dhalphir on
  • DecomposeyDecomposey Registered User regular
    edited February 2010
    I remember now. My raid prot spec has minors for Charge, bloodrage, and Commanding Shout, so that the shout will at least last through a bossfight.

    Decomposey on
    Before following any advice, opinions, or thoughts I may have expressed in the above post, be warned: I found Keven Costners "Waterworld" to be a very entertaining film.
  • Seattle ThreadSeattle Thread Registered User regular
    edited February 2010
    I've got Cleave/Blocking/Devastate and Thunderclap/Command/Charge. Works just fine for me, all-in-all.

    Seattle Thread on
    kofz2amsvqm3.png
  • UncleChetUncleChet N00b Lancaster, PARegistered User regular
    edited February 2010
    This just in: Tanking is Awesome.

    I just resurected my 46 warrior who was spec'd prot before glyphs were available. She's now just shy of 49, dual spec'd arms/prot with the PvE heirloom shoulders about 3100hp and has had shield slams that are just shy of 1k. I'm able to mainain aggro on most things unless the mage is just so silly goosing it that he AOEs before I can even tag a mob.

    I plan to get the heirloom chest next so that I can Really stomp stuff. I must say, the PvP heirloom sword, with crusader is just way overpowered at any level below 60. I have slam and overpower and mortal strike all talented. It's just broken when I'm in Battle stance/Arms spec, I mow things down before my charge timer has a chance to reset. It's rather gross. It's like Charge, Blood Rage, Slam, Overpower, Mortal Strike, Execture, Dead. In Prot, it's Sheild Block, Shield Slam, Revenge, HS, Thunderclap, Rinse, Repeat, Dead. I can't wait till I can charge in Prot stance. It will be Glorious.

    So, for my 49 Talent in Arms. Should I get Juggernaut, to charge while in combat, or is there a better talent? My armory is Tankabelle on Sentinals. I can't linky because I'm at work.

    UncleChet on
    I'm sometimes grumpy and random, feel free to overlook the strange man in the corner.
  • 815165815165 Registered User regular
    edited February 2010
    If you're already killing things within your charge cooldown, there isn't really much need for Juggernaut in solo PVE, it'll just mean killing things a tiny bit faster and waiting a little longer to charge.

    I love it for PVP and PVE raid DPS, though.

    edit: the Armory is showing your Arms spec as 0/0/0 when you go to the talents page, so I can't give you any specific advice sorry

    815165 on
  • UncleChetUncleChet N00b Lancaster, PARegistered User regular
    edited February 2010
    Thanks for the tip on Juggy. The armory is weird. Hmm. I know my talents are pretty good for arms, I took imp MS which i'm not too sure on and I have to find my 49 filler point. I'm sure something will work out. I totally plan to respec TG at 60 though. Would it be cool to TG two 2h heirlooms?

    UncleChet on
    I'm sometimes grumpy and random, feel free to overlook the strange man in the corner.
  • UncleChetUncleChet N00b Lancaster, PARegistered User regular
    edited February 2010
    Just checked my armory for Tankabelle/Sentinals. She shows in Arms spec at least for the iPhone armory.

    UncleChet on
    I'm sometimes grumpy and random, feel free to overlook the strange man in the corner.
  • SenshiSenshi BALLING OUT OF CONTROL WavefrontRegistered User regular
    edited February 2010
    WARRIOR BURST IS TOO HIGH. NERF SHIELD SLAM'S DAMAGE, BUFF DEVASTATE'S DAMAGE

    OH NOW NOBODY'S USING REVENGE

    BETTER BUFF ITS DAMAGE GUYS

    Senshi on
  • PotatoNinjaPotatoNinja Fake Gamer Goat Registered User regular
    edited February 2010
    Senshi wrote: »
    WARRIOR BURST IS TOO HIGH. NERF SHIELD SLAM'S DAMAGE, BUFF DEVASTATE'S DAMAGE

    OH NOW NOBODY'S USING REVENGE

    BETTER BUFF ITS DAMAGE GUYS

    Shield slam and concussion blow were controllable burst damage.

    Revenge is not, and devastate is controlled damage instead of burst damage.

    Also, the shield slam nerf should hit about 5% of tanks and if you get hit by it its probably a favor to you because you need to stop stacking block like right now.

    If you use prot to tank, the last round of changes have been a nice and noticeable DPS upgrade. The warbringer nerf is frustrating on the rare handful of pulls where you could charge out of a snare, but it really doesn't do much outside of PvP.

    Better revenge damage will be great, the ability was already getting a little low on the priority list even before the devastate buff. Plus, punching rogues in the nose after you block in PvP is great.

    PotatoNinja on
    Two goats enter, one car leaves
  • PotatoNinjaPotatoNinja Fake Gamer Goat Registered User regular
    edited February 2010
    815165 wrote: »
    If you're already killing things within your charge cooldown, there isn't really much need for Juggernaut in solo PVE, it'll just mean killing things a tiny bit faster and waiting a little longer to charge.

    Juggernaut gives you a sizable crit bonus after charging. The talent belongs in every Arms build, PvP, PvE, and levelling.

    PotatoNinja on
    Two goats enter, one car leaves
  • fortyforty Registered User regular
    edited February 2010
    PvE tanks were specing out of Improved Revenge after 3.3.2. I'm curious if they'll bother to pick it back up even after it gets buffed (how much is it getting buffed?), or not bother since it's 3 points for one piece of the threat "rotation."

    forty on
    Officially the unluckiest CCG player ever.
  • QuantumQuarkQuantumQuark Registered User regular
    edited February 2010
    forty wrote: »
    PvE tanks were specing out of Improved Revenge after 3.3.2. I'm curious if they'll bother to pick it back up even after it gets buffed (how much is it getting buffed?), or not bother since it's 3 points for one piece of the threat "rotation."

    50%. It's a substantial buff.

    QuantumQuark on
  • SheepySheepy Registered User regular
    edited February 2010
    Shield slam and concussion blow were controllable burst damage.

    Revenge is not, and devastate is controlled damage instead of burst damage.

    Also, the shield slam nerf should hit about 5% of tanks and if you get hit by it its probably a favor to you because you need to stop stacking block like right now.

    If you use prot to tank, the last round of changes have been a nice and noticeable DPS upgrade. The warbringer nerf is frustrating on the rare handful of pulls where you could charge out of a snare, but it really doesn't do much outside of PvP.

    Better revenge damage will be great, the ability was already getting a little low on the priority list even before the devastate buff. Plus, punching rogues in the nose after you block in PvP is great.

    Revenge is pretty much controlled burst damage against melee, or if you taunt a hunter pet onto you. And an Arms Warrior will have a 1 second cooldown on it, with 20% bonus damage (40% bonus damage and a 50% stun if they spec into Imp. Revenge as well). I can't see this Revenge buff going live the way it is, unless possibly if they remove it from UA.

    Sheepy on
  • IrohIroh Registered User regular
    edited February 2010
    Sheepy wrote: »
    Revenge is pretty much controlled burst damage against melee, or if you taunt a hunter pet onto you. And an Arms Warrior will have a 1 second cooldown on it, with 20% bonus damage (40% bonus damage and a 50% stun if they spec into Imp. Revenge as well). I can't see this Revenge buff going live the way it is, unless possibly if they remove it from UA.
    You'd have to be a silly goose to think that. No self-respecting Arms warrior would be caught dead speccing into a talent that requires them to dodge, parry, or block to activate.

    I don't even know how you came up with this to begin with unless you somehow mistook it for Overpower.

    Edit t forty: For the relatively few tanks that got out of Improved Revenge, I think you'll see them go back to it. The difference between it and Devastate was pretty marginal with just that 20%, let alone this new buff. It'll become a staple of threat generation again if the change sticks.

    Iroh on
    [SIGPIC][/SIGPIC]
  • The WolfmanThe Wolfman Registered User regular
    edited February 2010
    Iroh wrote: »
    Sheepy wrote: »
    Revenge is pretty much controlled burst damage against melee, or if you taunt a hunter pet onto you. And an Arms Warrior will have a 1 second cooldown on it, with 20% bonus damage (40% bonus damage and a 50% stun if they spec into Imp. Revenge as well). I can't see this Revenge buff going live the way it is, unless possibly if they remove it from UA.
    You'd have to be a silly goose to think that. No self-respecting Arms warrior would be caught dead speccing into a talent that requires them to dodge, parry, or block to activate.

    I don't even know how you came up with this to begin with unless you somehow mistook it for Overpower.

    Edit t forty: For the relatively few tanks that got out of Improved Revenge, I think you'll see them go back to it. The difference between it and Devastate was pretty marginal with just that 20%, let alone this new buff. It'll become a staple of threat generation again if the change sticks.

    I think he means just the generic 50% increase it's getting, and not activally taking the talent.

    But yeah, this is just silly. I doubt there's going to be any form of a significant net gain by popping into def stance, hitting Revenge, then going back. The 1 second cooldown from UA is meaningless, because no Arms warrior wearing Arms gear is going to be dodging or parrying that much. Unless Arms warriors start dpsing mainly in def stance, which is just plain stupid.

    The only way this is a net positive for Arms is if they're tanking. I could see that being pretty boss, throwing up Shield block, then just spamming the hell out of Revenge. Could be good DPS and threat, maybe.

    The Wolfman on
    "The sausage of Green Earth explodes with flavor like the cannon of culinary delight."
  • IrohIroh Registered User regular
    edited February 2010
    That used to be a legitimate strategy for making threat on a boss like Hodir where it was a problem, but with all these new buffs I don't think you'll ever see it again, really.

    Iroh on
    [SIGPIC][/SIGPIC]
  • SheepySheepy Registered User regular
    edited February 2010
    Iroh wrote: »
    Sheepy wrote: »
    Revenge is pretty much controlled burst damage against melee, or if you taunt a hunter pet onto you. And an Arms Warrior will have a 1 second cooldown on it, with 20% bonus damage (40% bonus damage and a 50% stun if they spec into Imp. Revenge as well). I can't see this Revenge buff going live the way it is, unless possibly if they remove it from UA.
    You'd have to be a silly goose to think that. No self-respecting Arms warrior would be caught dead speccing into a talent that requires them to dodge, parry, or block to activate.

    I don't even know how you came up with this to begin with unless you somehow mistook it for Overpower.

    Edit t forty: For the relatively few tanks that got out of Improved Revenge, I think you'll see them go back to it. The difference between it and Devastate was pretty marginal with just that 20%, let alone this new buff. It'll become a staple of threat generation again if the change sticks.

    I'm not talking about PvE, I'm talking about PvP. Any Warrior that knows what he's doing will strap on a sword + shield when being attacked by melee, pop Shield Block and spam Revenge. It's a common strategy, though taunting pets is more something that Prot Warriors do it PvP. An Arms Warrior spec'd into UA + Imp. Revenge will probably be doing around 7k damage with revenge non-crit, around 15k crits. On a 1 second cooldown. Now resilience will reduce that some of course, but you're crazy if you don't think an Arms Warrior will take advantage of that, or that other PvPers won't complain about it.

    Sheepy on
  • HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    edited February 2010
    Okay, so this is my Arms warrior. I seem to put out around 3k DPS on average in heroics, topping out at 4k on stationary bosses. I'm struggling to figure out what I'm doing wrong, or could be doing better. I'm doing the 'rotation' as best as I know how (really just focusing on priority of abilities as they become available), so maybe that's it, or maybe it's just my gear, but for some reason I feel like I should be doing much better DPS than I am.

    I tried going Fury (same gear set with the addition of a Death's Bite until I can get something better), but my rotation there is not good and as such my DPS seems to suffer quite a bit more.

    I don't care for making a "help me not suck" post, but I'm just fishing for suggestions at this point. This guy's a fourth-string alt, so I'm not really going crazy with getting him geared and such, but I wanted to at least be able to contribute reasonably to the occasional 10 man raid.

    Halfmex on
  • IrohIroh Registered User regular
    edited February 2010
    It's all in the gear. You aren't going to see much better performance than that until you upgrade some things.

    Iroh on
    [SIGPIC][/SIGPIC]
  • IrohIroh Registered User regular
    edited February 2010
    Sheepy wrote: »
    Iroh wrote: »
    Sheepy wrote: »
    Revenge is pretty much controlled burst damage against melee, or if you taunt a hunter pet onto you. And an Arms Warrior will have a 1 second cooldown on it, with 20% bonus damage (40% bonus damage and a 50% stun if they spec into Imp. Revenge as well). I can't see this Revenge buff going live the way it is, unless possibly if they remove it from UA.
    You'd have to be a silly goose to think that. No self-respecting Arms warrior would be caught dead speccing into a talent that requires them to dodge, parry, or block to activate.

    I don't even know how you came up with this to begin with unless you somehow mistook it for Overpower.

    Edit t forty: For the relatively few tanks that got out of Improved Revenge, I think you'll see them go back to it. The difference between it and Devastate was pretty marginal with just that 20%, let alone this new buff. It'll become a staple of threat generation again if the change sticks.

    I'm not talking about PvE, I'm talking about PvP. Any Warrior that knows what he's doing will strap on a sword + shield when being attacked by melee, pop Shield Block and spam Revenge. It's a common strategy, though taunting pets is more something that Prot Warriors do it PvP. An Arms Warrior spec'd into UA + Imp. Revenge will probably be doing around 7k damage with revenge non-crit, around 15k crits. On a 1 second cooldown. Now resilience will reduce that some of course, but you're crazy if you don't think an Arms Warrior will take advantage of that, or that other PvPers won't complain about it.
    I understand that, but it has to do with context. 1v1 complaints from melee classes getting beat up that way won't matter, because the game is not and should not be balanced for that. In arena it will make the warrior a slightly less desirable focus target, but that's about where it ends.

    Iroh on
    [SIGPIC][/SIGPIC]
  • HalfmexHalfmex I mock your value system You also appear foolish in the eyes of othersRegistered User regular
    edited February 2010
    Iroh wrote: »
    It's all in the gear. You aren't going to see much better performance than that until you upgrade some things.
    Well that actually makes me feel a bit better. I was going a bit nuts wondering what the heck I was doing wrong. I know Warriors are gear-dependent but I guess I didn't realize to what degree that was true.

    Alrighty then, upgrades it is.

    Halfmex on
  • UncleChetUncleChet N00b Lancaster, PARegistered User regular
    edited February 2010
    I dinged 50 on my warrior this weekend and WOW! what an amazing level. I got devestate and now in prot stance, I can take on 54 tar lords in ungoro and rarely drop below 3/4 health. I just smash them. It's all devestate to 5 stacks, sheild block/slam then finish devestate and they're dead. I'm still using a shield from Scarlet Monestary but Wow, can I tank.

    Unfortunately, I'm pretty unwilling to tank Sunken Temple or BRD Basement as I don't know either instance that well. Would it be smarter to queue as DPS with the option to tank if the tank we get is just an idiot and we drop him? Until I learn the instances?

    UncleChet on
    I'm sometimes grumpy and random, feel free to overlook the strange man in the corner.
  • JesuitsJesuits Registered User regular
    edited February 2010
    UncleChet wrote: »
    I dinged 50 on my warrior this weekend and WOW! what an amazing level. I got devestate and now in prot stance, I can take on 54 tar lords in ungoro and rarely drop below 3/4 health. I just smash them. It's all devestate to 5 stacks, sheild block/slam then finish devestate and they're dead. I'm still using a shield from Scarlet Monestary but Wow, can I tank.

    Unfortunately, I'm pretty unwilling to tank Sunken Temple or BRD Basement as I don't know either instance that well. Would it be smarter to queue as DPS with the option to tank if the tank we get is just an idiot and we drop him? Until I learn the instances?

    If you have a max level character, try running around in the places awhile to get a feel for them. Alternatively, just tell dudes when you zone in that you're pretty new at the game, and ask for guidance both in the zone and with your tanking technique. As long as you ask for help politely like that, reasonable people shouldn't mind it. Geese may abound, but fuck them, you're the tank.

    Jesuits on
    tf2_sig.png
  • UncleChetUncleChet N00b Lancaster, PARegistered User regular
    edited February 2010
    I thought just that first time i zoned into ST to tank it. We wiped Quickly due to rogues not focusing on my targets and myself getting frogged. The healer bailed, we get another. Me and healer wipe, rogues all vanish and hide. Healer quits and i spend 45 minutes trying to find my body in ST. It was NOT pretty.

    UncleChet on
    I'm sometimes grumpy and random, feel free to overlook the strange man in the corner.
  • SheepySheepy Registered User regular
    edited February 2010
    Iroh wrote: »
    Sheepy wrote: »
    Iroh wrote: »
    Sheepy wrote: »
    Revenge is pretty much controlled burst damage against melee, or if you taunt a hunter pet onto you. And an Arms Warrior will have a 1 second cooldown on it, with 20% bonus damage (40% bonus damage and a 50% stun if they spec into Imp. Revenge as well). I can't see this Revenge buff going live the way it is, unless possibly if they remove it from UA.
    You'd have to be a silly goose to think that. No self-respecting Arms warrior would be caught dead speccing into a talent that requires them to dodge, parry, or block to activate.

    I don't even know how you came up with this to begin with unless you somehow mistook it for Overpower.

    Edit t forty: For the relatively few tanks that got out of Improved Revenge, I think you'll see them go back to it. The difference between it and Devastate was pretty marginal with just that 20%, let alone this new buff. It'll become a staple of threat generation again if the change sticks.

    I'm not talking about PvE, I'm talking about PvP. Any Warrior that knows what he's doing will strap on a sword + shield when being attacked by melee, pop Shield Block and spam Revenge. It's a common strategy, though taunting pets is more something that Prot Warriors do it PvP. An Arms Warrior spec'd into UA + Imp. Revenge will probably be doing around 7k damage with revenge non-crit, around 15k crits. On a 1 second cooldown. Now resilience will reduce that some of course, but you're crazy if you don't think an Arms Warrior will take advantage of that, or that other PvPers won't complain about it.
    I understand that, but it has to do with context. 1v1 complaints from melee classes getting beat up that way won't matter, because the game is not and should not be balanced for that. In arena it will make the warrior a slightly less desirable focus target, but that's about where it ends.

    You're right that they shouldn't balance around 1v1 PvP, but they have done it before. Maybe I'm wrong and this'll go live the way it is, and not get nerfed. Just saying that I won't be surprised if something gets changed.

    Sheepy on
  • fortyforty Registered User regular
    edited February 2010
    Iroh wrote: »
    Sheepy wrote: »
    Revenge is pretty much controlled burst damage against melee, or if you taunt a hunter pet onto you. And an Arms Warrior will have a 1 second cooldown on it, with 20% bonus damage (40% bonus damage and a 50% stun if they spec into Imp. Revenge as well). I can't see this Revenge buff going live the way it is, unless possibly if they remove it from UA.
    You'd have to be a silly goose to think that. No self-respecting Arms warrior would be caught dead speccing into a talent that requires them to dodge, parry, or block to activate.

    I don't even know how you came up with this to begin with unless you somehow mistook it for Overpower.

    Edit t forty: For the relatively few tanks that got out of Improved Revenge, I think you'll see them go back to it. The difference between it and Devastate was pretty marginal with just that 20%, let alone this new buff. It'll become a staple of threat generation again if the change sticks.

    I think he means just the generic 50% increase it's getting, and not activally taking the talent.
    Pretty much. I also don't think it's a "relatively few" tanks that got out of Imp Revenge. Both the main warrior tanks in my DK's guild ditched it.

    Anyway, I'm just wondering how much of a warrior's damage will come from Revenge. If it's like 15%, then the talent is basically 3 points for a 3% damage/threat increase, which doesn't seem like a great return. I know there's the stun, too, but that only works on adds/trash, where it's probably not that important.

    forty on
    Officially the unluckiest CCG player ever.
  • Kai_SanKai_San Commonly known as Klineshrike! Registered User regular
    edited February 2010
    pretty sure imp revenge is only 2 talent points.

    I have it on my warrior, partly because I want the most threat I can possibly do and partly because I dont really raid on the char. When random heroics make up the majority of my tanking, its a super talent in my book.

    Kai_San on
  • fortyforty Registered User regular
    edited February 2010
    Err, yeah. I'm thinking of the bad old days. I'm just curious if there will still be better places for those two points in a raid spec after 3.3.3.

    But Arms warriors can tank heroics, so even if the talent is great for some situations (which I don't disagree that it is; it's indispensable if you ever PvP in your prot spec), heroics aren't a great talent barometer.

    forty on
    Officially the unluckiest CCG player ever.
  • GooseyGooseGooseyGoose Registered User regular
    edited February 2010
    I need some advice. I'm having trouble soloing Maister's Terrace on Heroic. I am using the solo spec in the OP. I can do just fine all the way up to the final boss, but he puts up a shield that absorbs 10k damage and starts casting a 40kish pyroblast. I've yet to be able to dps the shield down before he gets his cast off (it's a 4 second cast). I can survive it if I use last stand or shield wall but then I'm just overwhelmed with damage and I can't make it up with bloodthirst.

    I was thinking there were a couple of options I have:
    1. Wear dps gear. I don't know if this will do it for me because my problem is rage. I can't get any rage to dps the boss and I'm only doing like 1k to 1500 dps on him. Then I have the issue of saving rage for the shield so I can at least attempt to burn it down.

    2. Respec into titan's grip then a few prot talents. I could see this as working since his melee hits are garbage, and it's just the 5k fire blasts that add up. I've never dpsed as a warrior so I'm not sure if rage will be a problem like it is for me now. My other concern is if I can tank the first part of the instance without the deeper prot talents from the original solo spec.

    If anyone has successfully soloed this and has some tips for me, I'd appreciate it.

    GooseyGoose on
  • JesuitsJesuits Registered User regular
    edited February 2010
    If it absorbs only 10k damage, maybe try switching to Zerker stance with recklessness right before he puts up the shield? Critting Shield Slam + BT may be enough, if you're fast enough on the ensuing pummel that the pyroblast doesn't hit you while you're still in zerker.

    (Disclaimer: I've never tried to solo him)

    Jesuits on
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