Filed under: Gear, Strategy, Talents | Tags: devastate, Mathcraft, patch 3.2, Threat
I want to point more tanks over at Kadomi’s post from Tuesday concerning warrior ability use priority. It is a great summation of the information gleaned from this TankSpot thread. Make sure you read both the comments on Kadomi’s post and the responses to the thread, as there is significant dispute (which means time for real in game testing!)
In essence, this is all fall-out from this change in patch 3.2.0:
- Devastate: Weapon damage and bonus per Sunder Armor on the target increased by 100%. This ability now requires a shield to be equipped.
This obviously shakes up some things I’ve been doing, making me revisit a few assumptions – and that’s good. Needless to say, I need to put some serious thought into what to do to here. In the interests of science then, let me share this slice of cow brain with you. Maybe it will be helpful if you are doing your own tests.
- I want to try Glyph of Devastate, but I like my current glyphs of Vigilance, Heroic Strike, and Blocking. I feel like the logical choice for the swap out is Heroic Strike because I’m not precisely hurting on rage. My role lead says I need to work on my leading threat in any case, so this is probably something I should look at anyway.
- If it turns out to be true that Revenge is so much lower on the priority scale, should I take that one remaining point in Improved Revenge and put it somewhere else? If so, where? Cruelty? Puncture?
- I’m using a pretty fast weapon right now (1.6 Speed). If Devastate lags behind now, is there a slower weapon currently in game that would change the equation. I’m thinking the Burnished Quel’Serrar (2.0 Speed), but also potential future weapons in Icecrown. What’s the slowest speed on a 1-hander… 2.8?
Thanks to Axiom switching over to World of Logs, I have a pretty good base-line of numbers to test against. Heroic Northrend Beasts is still kicking our butts – so anything I can do to boost effectiveness my little part of helping on progression.
Any feed back from fellow tanks who have tested these changes in the field is, of course, appreciated.
Filed under: Gear, Strategy, Talents | Tags: Armor Penetration, Arms, dual-spec, talent, Trial of the Champion
Let us be honest here. There are just some fights where there is only room for the one tank. Vezax and Saphiron come mostly to mind. Heck, in a 25-man raid, if a fight requires only two tanks that means most of the time someone has to DPS.
Lately, that has been me a lot. My Fury DPS was a joke when I had the opportunity to try it, and so I’ve been doing double protection and doing my best to DPS with my shield on. Just Breaking 2k DPS with full raid buffs was, shall we say, about all I could handle.
Then, along came the Trial of the Champion with it’s massive amounts of Armor Penetration and its sweet two-hander. It was just begging for an Arms build and for me to try my hand at secondary spec DPS again.
Ah, It’s good to be back.
One of the big things in warrior land that hit while I was missing in action was the PTR came up for Patch 3.2. with the following Warrior changes:
- Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.
- Bloodsurge: Notification that Slam has become instant now appears in floating combat text.
- Devastate: Weapon damage increased to 60% and bonus per Sunder Armor on the target increased by 20%.
- Shield Specialization: Now provides 5 rage on a block, dodge or parry instead of 2 rage on a block.
That seems like a flat out buff to me, but let’s break it down.
Filed under: Humor, Stupid Tanking, Talents | Tags: Advice, dual-spec, Hodir, wishlist
I know, once upon a time, I leveled as Fury. I know that… well, you made it easy to get epic gear and that even with some blues in the mix my stats are pretty good. I know, quite frankly, that I aught to be better at hitting my free slams and all that Jazz.
But for gods sake make the pain stop.
Filed under: Rants, Talents | Tags: gcd, global cool down, rant, shields, Sword and Board
Allow me to begin with a caveat: I love the changes to protection in Wrath.
The increased damage? Awesome. AoE Tanking? Hey, I love actually being invited to tank Heroics. Shockwave? You gotta love it for keeping trash from sneaking behind you.
Filed under: Advice for Non Tanks, Talents | Tags: Advice, dual-spec, Gear, glyph, patch 3.1, talent
I have been revising this post again and again since I first composed it as details have emerged about 3.1. Time is running short, however, so I’ve taken the liberty to try to strip it down to the most basic elements in anticipation of the upcomming patch.
Needless to say one of the things that I am most looking forward to in the near future is the ability to swap seamlessly between two selections of talents, aka Dual-Spec. I’m glad that Blizzard is taking this on, but from my little soapbox this seems like it will have some pretty broad implications for Warrior Tanking, I think even things that may have escaped notice in the omni-present opinion pages of the blogosphere. Continue reading
Filed under: Analysis, Talents | Tags: Blessing of Sanctuary, devastate, patch 3.1, rage, sunder armor, tactical mastery, talent
In case you missed it, part 2 of Eyonix’s class updates reveal had some interesting bits for warriors. Most of these seem like they’re designed to address warrior DPS and raid utility, but most of them qualify as fairly sweeping changes to existing class mechanics, particularly for tanks. To cut to the chase, the warrior specific section says:
- Changing stances now has a much reduced cost: you lose a maximum of 20 rage (10 with Tactical Mastery). For example, if you have 100 rage and change stances, you will have 80 rage remaining. If you have 10 rage and change stances, all of your rage is lost. In addition, we may change the penalties associated with some stances.
- You now gain rage when damage done to you is absorbed, such as through a Power Word: Shield.
- Blood Frenzy now causes 2/4% physical damage done.
- Sunder Armor (and similar debuffs) now reduces armor by 4% per application, and is now a single rank. Creature armor has been globally reduced so that debuffed targets should take about the same damage from physical attacks that they did before this change. The net effect should be that this debuff is slightly less mandatory in PvE and is not disproportionately more powerful against cloth targets in PvP.
- We are also adding increased damage to Arms, possibly through Overpower or Slam.
- We are also looking at granting rage when the warrior blocks, dodges or parries.