two-handed fist weapons would be like when the hulk in the video games rips apart a car, wraps it around his hands, and punches people with the ensuing mass of twisted metal and shattered glass
kinda like that, except not really like that at all, y'dig?
A two-handed fist weapon is just a fist weapon so heavy that the only way you can move your hand is by supporting it with your other hand. Thus, with Titan's Grip you could use it normally.
Wouldn't a two handed fist weapon be something you put both fists in/on? Like, a giant two handed bowling ball or boulder. But with TG, you can lift it with one hand.
Also, yes, Hulk Form over TG. It could even be passive too! Like a permanent 10-20% increase in damage or something and visually, you character isn't just bigger, but has more muscle mass. Not sure how that'd work for Undead, but fuck 'em!
A two-handed fist weapon is just a fist weapon so heavy that the only way you can move your hand is by supporting it with your other hand. Thus, with Titan's Grip you could use it normally.
Unless two-handed fist weapons are like polearms or staves.
A two-handed fist weapon is just a fist weapon so heavy that the only way you can move your hand is by supporting it with your other hand. Thus, with Titan's Grip you could use it normally.
Unless two-handed fist weapons are like polearms or staves.
AFAIK the only reason polearms and staves aren't TGable is because they don't have equivalent 1H animations. Fist weapons have like the opposite problem.
Hey so I got the tanking neck off 25 man Kel last night. In the process, I lost some hit over the Heroism tanking neck but gained a bunch of expertise (I'm not capped on either stat). The percents are about the same, I gained like .75% expertise and lost like .76% hit.
Hey so I got the tanking neck off 25 man Kel last night. In the process, I lost some hit over the Heroism tanking neck but gained a bunch of expertise (I'm not capped on either stat). The percents are about the same, I gained like .75% expertise and lost like .76% hit.
Is it pretty much a wash then?
If you're not dodge capped, you get twice the benefit from expertise than you get from hit.
Well, a little less than that (but very difficult to quantify), since hit does work on some things that expertise doesn't (i.e., anything based on spell hit).
Really? I thought taunt and the various "shouts" had the 17% resist cap. Either way, they're unaffected by expertise but are affected by hit, so my point still stands.
Really? I thought taunt and the various "shouts" had the 17% resist cap. Either way, they're unaffected by expertise but are affected by hit, so my point still stands.
Even if that were the case, expertise still grants double benefit on all of your threat moves, if not your debuffs and taunt.
If you need taunt on bosses (in most cases) it's because your threat sucked, and expertise is a bigger boost to your threat than hit.
Or you're fighting Gluth or Noth or any sort of boss designed with taunting in mind. Like I said, expertise isn't quite double hit since a resisted demo shout or thunder clap means time wasted recasting (and extra time without -20% haste on a boss). Unless you feel you can 100% ignore everything like that, then, yes, expertise is exactly twice as good as hit.
Or you're fighting Gluth or Noth or any sort of boss designed with taunting in mind. Like I said, expertise isn't quite double hit since a resisted demo shout or thunder clap means time wasted recasting (and extra time without -20% haste on a boss). Unless you feel you can 100% ignore everything like that, then, yes, expertise is exactly twice as good as hit.
I mean even if expertise was 1.01x as good as hit with everything else considered, it would still be better to take expertise over hit until the dodge cap. If it bothers you that much you could have a hit set specifically for taunt critical fights. I tend to make liberal use of vigilance in those situations. You also have mocking blow (which benefits from expertise) and CS if taunt misses.
I mean even if expertise was 1.01x as good as hit with everything else considered, it would still be better to take expertise over hit until the dodge cap.
I guess I disagree since failed demo shouts and thunder claps (and the other not completely ignorable scenarios) matter to me.
Vigilance on MT is awesome. It's like a never ending taunt refresh, plus he gets some good ol' DR.
I want to make a taunt macro that says obscenities in say, but I think people would hate me.
I think we had this discussion once already, but Vigilance on the MT is a very bad idea in 90% of situations you'll encounter.
I think 90% is a bit of an overstatement. If dps is pushing the tank on threat, vigilance is bad. If DPS is nowhere near the tank (i.e, any raid I've ever tanked) then vigilance is 3% DR. Use good judgment.
Unless you're telling me that 90% of the dps you run with is pumping out over 5k tps, in which case I want to transfer to your server.
I agree with Grundle on that. Plus, if you have two warriors with Vigilance on each other it works out pretty good for a fight like Gluth.
Though in my case last night I lost agro on fucking Sapph because the Prot pally didn't take off Righteous Fury and I failed to have vigilance on the top DPSer. Whups. But we still one shotted him with a group that took 6 tries to down Thaddius.
A warrior in an unlimited rage scenario using his CD's correctly will never get passed on TPS. Unless you have a fury warrior with BIS also in an unilimted rage scenario / huge damage buffs.
At least from my experiences anyway, where #1 on DPS is at about 50% of my threat level and slowly dropping.
I mean, it's really not that bad. It's like 259 extra threat on each HS, which is unaffected by critting. What does your HS crit for, 5k? 6k? Sure 259 threat per HS might add up in the long run, but when you're only doing it what...every 2.8-3.0 seconds at most? That's less than 100 tps just from HS. It's the least of your problems.
That said, it wouldn't kill them to remove the threat component while in zerker or battle. They'd probably break tanking trying to fix it though.
Heroic Strike threat is completely insignificant. Something like 30 TPS at 80% mainhand swing conversion, it's been a while since I last saw the math on it. The static added damage component is rather insignificant too, basically the entire point of heroic strike for fury is a way of taking misses off the table for your mainhand swing while bleeding off rage, while tossing impale onto the crits.
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kinda like that, except not really like that at all, y'dig?
Also, yes, Hulk Form over TG. It could even be passive too! Like a permanent 10-20% increase in damage or something and visually, you character isn't just bigger, but has more muscle mass. Not sure how that'd work for Undead, but fuck 'em!
Best ability ever.
AFAIK the only reason polearms and staves aren't TGable is because they don't have equivalent 1H animations. Fist weapons have like the opposite problem.
But it should.
Also, I want Nunchucks added to WoW.
The dagger animation might work, it's a stabbing animation.
1h polearms would look weird but honestly I think from a mechanical standpoint it'd be a good idea.
100%? Even though CB and Armageddon are comparable? Is poleaxe that much better?
also, fuck maexxna, fuck her loot table, and fuck the Ablative Non-Dropping Girdle
fuck you
Is it pretty much a wash then?
If you're not dodge capped, you get twice the benefit from expertise than you get from hit.
Even if that were the case, expertise still grants double benefit on all of your threat moves, if not your debuffs and taunt.
If you need taunt on bosses (in most cases) it's because your threat sucked, and expertise is a bigger boost to your threat than hit.
I mean even if expertise was 1.01x as good as hit with everything else considered, it would still be better to take expertise over hit until the dodge cap. If it bothers you that much you could have a hit set specifically for taunt critical fights. I tend to make liberal use of vigilance in those situations. You also have mocking blow (which benefits from expertise) and CS if taunt misses.
I want to make a taunt macro that says obscenities in say, but I think people would hate me.
I guess I disagree since failed demo shouts and thunder claps (and the other not completely ignorable scenarios) matter to me.
I think 90% is a bit of an overstatement. If dps is pushing the tank on threat, vigilance is bad. If DPS is nowhere near the tank (i.e, any raid I've ever tanked) then vigilance is 3% DR. Use good judgment.
Unless you're telling me that 90% of the dps you run with is pumping out over 5k tps, in which case I want to transfer to your server.
Though in my case last night I lost agro on fucking Sapph because the Prot pally didn't take off Righteous Fury and I failed to have vigilance on the top DPSer. Whups. But we still one shotted him with a group that took 6 tries to down Thaddius.
At least from my experiences anyway, where #1 on DPS is at about 50% of my threat level and slowly dropping.
That said, it wouldn't kill them to remove the threat component while in zerker or battle. They'd probably break tanking trying to fix it though.