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[WoW] Warriors: L2Tank Here
Posts
Prot.
Sword and Board procs are great and shockwave is very handy for grabbing multiple targets while my rogue friend tears them to shreds.
I just wish I could play on the beta servers without it crashing or lagging all the time so I can get a better feel for the changes.
edit:
Also, one of the first green quest reward shields has a ton more armor than my current shield and it looks like two axe heads wielded together
The built-in Floating Combat Text is usually enough. I have missed it on occasion, but I usually see <Sword and Board> floating up my screen. Same with <Slam!> for Bloodsurge (I love that the actual buff is called "Slam!"). As far as S&B, it's sometimes easier to just keep an eye on the Shield Slam icon. If it resets from a 4 second cooldown to a single GCD, it's probably up.
Yeah, the "Slam!" text comes up for about .2 seconds in the middle of a stream of other numbers so it's almost impossible to make it out from the other text. I basically just started watching for Bloodthirst crits so I could followup with slam. I wish the default UI would let you scale certain text options. Like for reactive abilities I would like huuuuge text to pop out at me.
Yeah, it does get flooded. I just watch for it, amongst the torrent.
Also, Mik's Scrolling Battle Text has the option to make reactive abilities extremely obvious, so once 3.0 goes live, and MSBT get's updated, you will have your wish, Chaser.
Oh and holy hell the new Devastate animation is sex.
This is also true. I had forgotten.
--- Actually, wait. I think that's the Damage Reflect on Block that does that animation... I'm not 100% sure.
Well, regardless of how they currently feel about it, missing a bunch on yellow attacks just doesn't sound fun. It sounds frustrating.
I don't know... it's really wierd...
I'm seeing tons of hard numbers from smart folks, saying that TG, with no penalty, was a very minor DPS increase. I've seen a fair amount of others saying that it needed a nerf. I tend to believe the numbers, because there's no useable data in "TG is so OP." Regardless, it looks like 51 pts into Arms with Slamspam is top right now, from what I'm seeing, with 20/41 Devaspam being up there as well.
Do you know where I could find the numbers? It really seems like the un-penalized would be a pretty large dps buff for yellow attacks(slam goes from shitty to awesome) and at least on the lower-end of gear, the white damage increase would be large.
I copied a huge post on past and present iterations of TG on the last page, near the bottom. It's spoilered.
Man, what, fixed? I hate when they say "fix" for shit like this. It was clearly intended to not have a weapon, otherwise you would have "fixed" it 3 fucking years ago. I didn't see this post btw, link?
In order of appearance -
12/8/41 - Devastate/HS build 1033.6 DPS
51/10/0 - Slam Spam Build. Spammed Slam like it was steady shot. 1101.2 DPS
51/10/0 - Same build - Slam Spam + Sudden Death when available. 957.3 DPS
Read the whole thing.
Here's modified numbers to account for no penalty(no -15% hit on specials) on Titan's Grip:
Slam: (250 +damage)
1h: 1891.5 damage.
2h: 2783.1 damage.
Increase = 891.6 damage. [ 47.1% ]
Whirlwind: (weapon damage)*
1h: 2586.2 damage.
2h: 3872.5 damage.
Increase = 1286.3 damage. [ 49.7% ]
Overpower: (weapon damage)
1h: 1591.5 damage.
2h: 2383.1 damage.
Increase = 791.6 damage. [ 49.7% ]
Heroic Strike: (495 +damage)
1h: 2136.5 damage.
2h: 3028 damage.
Increase = 891.5 damage. [ 41.7% ]
Using the same proportions of dps contribution as before we have a total increase in dps of:
10% Whirlwind gives 4.97% dps.
25% Heroic Strike gives 10.43% dps.
8.3% Slam gives 3.91% dps.
Grand Total increase (including the 7.1% white dps increase at 7000 AP) = 26.41% dps increase.
That's funny, about how much of our dps did I say came from Bloodthirst? It was roughly 25% am I right? So, the old Titan's Grip, pre-nerf, gave about 5.6% more dps contribution than Bloodthirst. That means that the old Titan's Grip without a counterbalance was actually BETTER than our 31 point talent.
I hope I put enough emphasis on that.
EDIT: He did actually show it being a significant DPS increase pre-nerf. So I take that back. He's just comparing it to other talents in terms of DPS Increase per talent points spent.
You lost me. Whatnow?
TG to Round it out.
TG - 1021.6 DPS
Gear is here.
Same gear used for all tests. 2h weapons for arms and TG spec is Trollbane x2.
Obviously, these were quick tests, so nothing conclusive, but it's a starting point.
The hit penalty isn't that big of a deal, is it too much right now? Probably a little bit over the top but it's close. If you miss a slam or BThirst or HS/Cleave your rage doesn't get used up, anyone who has rage problems as TG is doing it wrong, because vs the Boss dummy I only have 3% +hit from gear and never run out of rage to spam cleave on every main hand attack. You can also still use Bthirst without a weapon.
TG needs a bit less of a penalty, and the hit penalty is really not a big deal, I'll take it over a damage penalty or attack speed debuff any day. That EJ post totally neglects the effect that haste has on a TG spec's white damage over normal dual wielding. If it's less compared to what Bthirst gives you per point, that just means Bthirst is really good, not that TG is really bad.
Go to Darnassus. Use the dummy on the far left (when you're facing the city) and run those tests again. That's the only dummy that's not inflating the living shit out of everything.
Here are some comparisons...
Red = Bad Dummies
Green = Good Dummies
Slamspam: 1101/1704
Devaspam: 1033/1460
TG: 1021/1407
Before you ask, no, I don't know why there is one dummy that seems to work, when the rest don't. Yes, they are all Skull ?? Bosses.
And regardless of whether the 15% hit penalty is balanced or not, it takes the fun out of it. Missing sucks. That's really what a lot of us are complaining about. I don't want to be overpowered (well, maybe a little), but I would like to have fun. Using +miss (and a ridiculous amount at that) as a balance is shit.
That is the one I was using, but even if it wasn't it wouldn't matter much because using them both against the same dummies would inflate it as much for one as it does the other, as shown by your numbers. I don't think it's a ridiculous amount of miss, yes it's a little high currently, but you're gearing for hit if you're DWing anyway, they just made it apply to specials and now you just have to gear for hit more than an Arms Warrior. If you don't have fun with Fury, spec Arms. I like it the way it is and don't have a problem with the miss penalty, which I much prefer and find more "fun" over an attack speed or damage penalty.
Yeah, until the soft cap, then you get more benefit from every other stat except for haste. As it stands now, we'll be gearing for hit like rogues, not like live Fury warriors.
EDIT: If that gear in your armory link is right, I don't see how you're doing 1100 DPS arms spec at level 70. I'm sure you're the greatest player of every class that ever lived, but... really I just don't get that. Then again, I didn't blow cooldowns or even touch Bladestorm, so perhaps I'm undervaluing those in my mind. Of course, this is all assuming you're not using sweeping strikes, and staying far, far away from the other dummy so as not to WW/Cleave/Bladestorm it.
Be right back.
EDIT: Awesome, the PTR is down again.
Yes, so what? You have to gear more for hit now, that's exactly what I said. I'm well aware that you only have to gear for the special cap right now. They've changed it.
Yes, you go from using 25 rage to having 100 rage when you use Bladestorm, sudden death when it procs and you have low rage, I acutally used overpower, rend and Mortal Strike, it seems all you did for yours was spam slam over and over. I'll go do it again and post screenshots if you'd really like, not tonight but tommorow.
I did indeed only spam slam, and was careful not to do any accidental AoE damage, as well. I'll run through some other rotations when the server comes back online. I can't see why you'd use overpower unless you have <20 or so rage, though. I didn't spec into Imp OP anyway.
Because w/ Taste for Blood, Overpower lights up all the time and with imp overpower it crits a helluva lot more more than slam and cannot be Dodged, blocked, or parried. Spamming Slam is still delaying your swing timer by .5 seconds with Imp Slam, was nowhere near doing any accidental AoE damage. My gear is very slightly upgraded with some Northrend greens, around 120 more AP, 3% more crit, .8% haste, 1.25% expertise and 2% less hit.
Semi-Standard DW Fury build. 12/49 (12 in Arms for Impale, instead of 17, finally.)
Hmm, that puts it way above TG and every other spec, for my admittedly short round of testing. Of course, my 1h weapons (Vanir's Fists) are quite a bit better than my 2h weapons (Trollbane/Trollbane).
That's true, and that was exacerbated by being on the PTR, where you see pretty yellow numbers about 3.8 seconds after you pressed the corresponding button.
http://img301.imageshack.us/img301/6020/wowscrnshot091608231640ty2.jpg recount + gear stats (battle shout is off, didn't bother to refresh for screenshot but was there vs dummy)
http://img301.imageshack.us/img301/3616/wowscrnshot091608231852jh0.jpg time spent attacking
http://img140.imageshack.us/img140/6130/wowscrnshot091608232028og2.jpg overall damage of each attack
Ugh I hate that stupid skill. I really think they should just get rid of it.
It doesn't interrupt your swing timer anymore, Wavechaser.
Don't even tell me you'd rather use that rage on heroic strike. Heroic Strike is the fucking worst skill ever.
I used to hate it too, it's good now I promise.