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Boethius

[WotLK] Warrior: Simple Questions/Simple Answers

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Dodge, Parry, Expertise and Strength are the only things you should look for if you want a red-based stat. Dodge and Parry are basically equivalent, though I have no idea if the diminishing returns negatively affects stacking a single avoidance stat (since the stat becomes increasingly valuable as you stack it up - without seeing any math on it, I'm guessing that the two simply work to offset one another). So, if you're looking for avoidance purple, dodge is probably your best/only bet.

e: beaten on parry stuffs.

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One questions I am not sure of yet is are the enchants like mongoose/executioner diminished like crusader was in BC? How are other new enchants compared to these two? Accuracy seems nice.

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Just to make sure I got it right..361 hit is what Im shooting for as a fury warr before I start balancing out my ap/crit ect?

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Yes, 361 hit is the cap to aim for 0 misses on your yellow abilities, if you have both Titan's Grip and Precision.

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Question about Blood Frenzy:

I know there is a "would have been a crit if you had zero resilience" entry in the combat table, in order to allow Blood Frenzy (and similar effects) to proc regardless of resilience. My question is; do someone know if extra defense skill adds to that entry too? In other words, do Blood Frenzy still proc when you're crit immune through defense?

It's rather easy to test obviously, but I haven't been able to find any information about it.

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I believe I recall reading from this site that PvE arms (53/8 at level 70) should have a rotation that prioritized Slam over MS, the reasoning being Slam had better damage per rage.

However, I have recently heard that in most raid scenarios, rage will be sufficient enough to support MS, and so MS should be prioritized over Slam due to better damage per GCD.

Which is correct? Should I be aiming to Slam first or Mortal Strike first? Would someone mind posting move priorities for me (I read the "ideal time to Execute" thread already)? Thanks.

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Demog:

I do not believe so, due to the fact that resilience changes the hit table for the owner by changing crits to hits... example: Priest in high resil gear has a 40% chance to be crit by rampaging_warrior_001, but with resil factored in his chance to be crit is down to 20%. Thus, the 20% of the hits that land in that "woulda been a crit if not for the owner's resil" zone will activate the blood surge and blood frenzy type abilities... but the hits are still landing, just now they are regular non-crits.

With defense, you are pushing the crit off the hit table entirely (via parry, dodge, and chance to miss) instead of just covering it up with resil, and I've never seen a blood surge or a blood frenzy type ability proc off of a dodge, parry, or miss. Though, with enough crit against a tank with an extremely high defense rating, every hit that DOES land will end up being a crit (unless the tank has significant resilience values too).

Hope this helped!

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With defense, you are pushing the crit off the hit table entirely (via parry, dodge, and chance to miss) instead of just covering it up with resil

Not really.

It's true you can push crits off the table with enough miss/dodge/parry/block, although I doubt it's feasible now they've introduced diminishing returns on avoidance.

Each point of defense reduces the crit entry of the table by 0.04%, which in a PVE setting means that you're crit immune long before anything is pushed off the table.

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Which is correct? Should I be aiming to Slam first or Mortal Strike first?

If you have enough rage to keep all/almost all gcds filled between white hits, then MS should have priority over Slam. This is the case in most (if not all) raids. In other situations (for example low-end gear, most 5 or even some 10 mans) Slam should be better (for example 2xSlam instead of 1xMS if you have only 30 rage after white hit and enough time before next white hit for two slams).

Generally whether I use MS or Slam depends on how much rage I have after white hit, so it can happen that in the same fight sometimes I will prioritize MS, and sometimes (for example after getting glancing hit and less rage) Slam.

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How does deep wounds work currently? I know it went through a few revisions on the beta servers, and I'm not sure exactly how it works now.

In particular:

How high does it stack?

How does it interact with Dual-wielding? (ie. how do mainhand and offhand deep wounds stack, and how does that effect their stacking?)

How do yellow attacks (eg. Whirlwind, Bloodthirst) affect deep wounds - do they just count as a MH crit?

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Do we yet know how many points in Imp Demo to take to completely negate the AP of a non-CoR'd 83+ boss? And a CoR'd one? i.e. is it different than at 70?

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I Have a question I Heard not to gem for Hit, but I only have about 48 Hit Rating and 37% Crit + 2300AP should I gem for Hit I mainly have Crit Gems in it

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I believe hitting hit softcap takes priority; so if you currently can't reach the softcap with gear alone, by all means gem for hit and regem once you get better gear.

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So if i understand right the rotations stays BT>WW HS when above rage 55 BT>BT

Not using slam as i experienced my HS is doing more damage then slam so for me abit hard too use slam and put some extra talent points in it. Event ho tier 7 has 10% extra damage on slam with 2 pieces.any1?

also a max dps fury specc. I want too have this

Talent Calculator - World of Warcraft

i got another question, as i got my 361 hit already, my crit has to be around 30 too be ok?cause i have the feeling that i lack soem serious amount of crit, i'm at 25 i believe atm without rampage active so yeah u understand.

Thx

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Question on Improved Demo Shout. With CoR now either not required (using FF instead) or without the AP increase (Frailty talent), and assuming that you'd choose to have a warrior applying DS rather than one of the alternatives (e.g. in a 10 man), is 2/5 Imp DS still "enough"?

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Does anyone know what sort of DPS improvement Mace spec gives with a deep Arms build? I found figures for Axe and Sword, but not Mace. I'm wondering if the dwarf racial (+5 expertise) is enough to make mace spec viable (I assume it isn't otherwise, as it's rarely mentioned).

Thanks.

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I've read on several places that the agility gems would overall be better than the dodge gems for prot warriors, due to diminishing returns on dodge rating now. Could someone confirm this? Also according to those sources the following would be a list of the best tanking gems per color:

Blue: Full stamina

Purple: Stamina/agility

Red: Full agility

Orange: Def/dodge (because there is no agility/def gem)

Yellow: Defense rating

Green: def/stamina

So I'd like to know if this is correct. I've been wading through multiple combat rating threads now, but haven't really found a clear answer on which stat would be better for a prot warrior (in terms of mitigation and survival). Thanks.

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How does deep wounds work currently? I know it went through a few revisions on the beta servers, and I'm not sure exactly how it works now.

In particular:

How high does it stack?

How does it interact with Dual-wielding? (ie. how do mainhand and offhand deep wounds stack, and how does that effect their stacking?)

How do yellow attacks (eg. Whirlwind, Bloodthirst) affect deep wounds - do they just count as a MH crit?

1- As long as you can keep critting within 6 seconds it will stack, there's no actual limit to it.

2a- Currently OH crit will apply a stack with 16 % of OH weapon DMG

2b- Attacks done at the same time (instant + swing or Whirlwind) will deal only OH DWs DMG even if it's the MH that did crit

2c - Bloodthirst and Execute are treated as if you were unarmed (1-2 dmg ticks FTW !)

2d- GC said it's fixed, but didn't specified WHAT was fixed and as usual has dodged us since then

Check out that thread over there :

Warrior Deep Wounds Simulator - TankSpot

Its a simulator I made up with the help of the people at tankspot

Hope this answers your questions.

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I haven't seen any sort of spreadsheet yet for Arms DPS at level 80, so I was wondering - with the new synergy between Rend and Overpower, as well as a one second cooldown on Overpower when talented, making Battle Stance a viable DPS stance for Arms, is expertise a stat that Arms warriors should worry about? I'm thinking that it would still be better DPS even as Arms to be expertise capped since a Slam or Mortal Strike is more damage than an Overpower, but I'm not really sure how much of a difference it would make. I guess what I'd like to know is whether or not expertise is something worth gemming/gearing for, or if I should gem for Strength/Crit mostly and just take whatever expertise happens to come on the gear I get.

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I wouldn't go all out for expertise as a dodged attack means a free OP, but being expertise capped will still be nice anyways :D

edit : soft capped that is

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I haven't seen any sort of spreadsheet yet for Arms DPS at level 80, so I was wondering - with the new synergy between Rend and Overpower, as well as a one second cooldown on Overpower when talented, making Battle Stance a viable DPS stance for Arms, is expertise a stat that Arms warriors should worry about? I'm thinking that it would still be better DPS even as Arms to be expertise capped since a Slam or Mortal Strike is more damage than an Overpower, but I'm not really sure how much of a difference it would make. I guess what I'd like to know is whether or not expertise is something worth gemming/gearing for, or if I should gem for Strength/Crit mostly and just take whatever expertise happens to come on the gear I get.

I'm also very interested in PvE 2H arms again. How good is it in 10 mans and 25 mans compared to TG? There's been so much buzz about sudden death, deep wounds, and then titan's grip but is anyone still giving 2H arms a serious thought?

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Axira: The dodge you gain from both AGI and Dodge Rating are factored into the same diminishing returns formula. Since you need 73.52 AGI to gain 1% dodge, while you only need 39.34 Dodge Rating to gain 1% Dodge, Dodge Rating is still superior in terms of avoidance gained per item point spent.

Parry and Dodge are on separate diminishing returns formulae, but given that Parry Rating gives less avoidance per point than Dodge Rating even BEFORE diminishing returns, Dodge will still give you better results unless your stats are extremely skewed.

With regards to red-shaded gemmings, I would recommend either Dodge Rating (for the above-mentioned reasons) or STR, whose block value is mitigation, as opposed to Dodge's avoidance.

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Has anyone seen a Glyph of Blocking, or Glyph of Last Stand? I have yet to see one, or hear about one on my server (herbs are stupid pricey though). Just making sure it actually exists in game.

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The resilience/defense and Blood Craze is actually an interesting topic

So facts:

1) Resilience absorbed crits still proc Blood Craze

2) Defense absorbed crits . do not proc Blood Craze

However most people dont know the important result of those 2.

Mobs do not have 5% crit chance vs you like most people think. Sure in the end it seems so because:

a) Mob chance to crit = 5% base + 0.04xWeapon Skill = 5%+0.04*5*mlevel. For a 80 level mob that means its 5%+0.04*5*80% =21%

b) Your base "crit reduction" from defense = your TOTAL defense *0.04 = your lvl*5*0.04 - assuming you capped your defense. So its 16% reduction without any +defense gear.

21-16=5% - so yea its same as the common knowledge. However it has some implications.

Resilience reduction to crits comes on table BEFORE defense reduction to crits. Therefore when a lvl 80 toon RESILIENCE CAPPED toon is attacked by a lvl 80 mob the "combat table" is populated like this.

Mob base chance to crit = 21%. Resilience crit % reduction = 15%. Combat table gets "injected" with 15% "resilience reduced crits" . Then and only then defense comes to play - assuming no defense gear is used you have 16% further crit reduction - since the mob has only 6% chance to crit left that goes to 0, and rest of table is filled with hits and eventual dodge/miss/parry etc.

In the end it means the mob of your level has FIFTEEN % chance to proc Blood Craze on every hit. even though without resilience its chance to crit is only 5%.

In short

a) If crit immune - chance to proc Blood Frenzy = current resilience gear % crit reduction chance.

b) If not crit immune chance to proc Blood Frenzy = current resilience gear % crit reduction chance+final chance to crit.

So in the end putting resilience gear not only doesnt lower your chance of proccing Blood Craze, but in fact in many cases it INCREASES it drastically.

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