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: 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.