Showing posts with label Thoughts. Show all posts
Showing posts with label Thoughts. Show all posts

Thursday, 18 September 2008

Glyps and Proffesions


Glyphs

A list of Glyphs here than are most likely still subject to change being that actually finding any warrior related Glyphs is kinda hard at the moment.

Iv highlighted the Glyphs i feel i would find useful as a fury warrior in a pve or pvp environment.

Key:
Green - Like
Purple - Very interested in

  • Glyph of Battle - Increases the duration of your Battle Shout ability by 1 min.
  • Glyph of Barbaric Insults - Your Mocking Blow ability also taunts the target.
  • Glyph of Blocking - Increases your block value by 10% for 10 sec after using your Shield Slam ability.
  • Glyph of Bloodrage - Reduces the health cost of your Bloodrage ability by 50%.
  • Glyph of Bloodthirst - Increases the healing you receive from your Bloodthirst ability by 20%.
  • Glyph of Charge - Increases the range of your Charge ability by 5 yards.
  • Glyph of Cleaving - Reduces the rage cost of Cleave by 5.
  • Glyph of Devastate - Your Devastate ability now applies two stacks of Sunder Armor.
  • Glyph of Enduring Victory - Increases the window of opportunity in which you can use Victory Rush by 5 sec.
  • Glyph of Execution - Your Execute ability deals damage as if you had 10 additional rage.
  • Glyph of Hamstring - Gives your Hamstring ability a 10% chance to immobilize the target for 5 sec.
  • Glyph of Heroic Strike - You gain 10 rage when you critically strike with your Heroic Strike ability.
  • Glyph of Intervene - Increases the number attacks you intercept for your Intervene target by 1.
  • Glyph of Mocking Blow - Increases the damage of your Mocking Blow ability by 25%.
  • Glyph of Mortal Strike - Increases the damage of your Mortal Strike ability by 10% but the healing penalty is reduced by half.
  • Glyph of Overpower - Adds a 50% chance to enable your Overpower when your attacks are parried.
  • Glyph of Rapid Charge - Reduces the cooldown of your Charge ability by 20%.
  • Glyph of Rending - Increases the duration of your Rend ability by 3 sec.
  • Glyph of Resonating Power - Increases the maximum targets affected by your Thunder Clap ability by 4.
  • Glyph of Revenge - After using Revenge, your next Heroic Strike costs no rage.
  • Glyph of Shield Slam - Increases your block value by 10% for 10 sec after using your Shield Slam ability.
  • Glyph of Spell Reflection - Reduces the cooldown of your Spell Reflection ability by 2 sec.
  • Glyph of Sunder Armor - Your Sunder Armor ability affects a second nearby target.
  • Glyph of Sweeping Strikes - You generate 30 rage over 12 sec when you use your Sweeping Strikes ability.
  • Glyph of Taunt - Increases the chance for your Taunt ability to succeed by 8%.
  • Glyph of Thunder Clap - Increases the radius of your Thunder Clap ability by 2 yards.
  • Glyph of Victory Rush - Your Victory Rush ability has a 30% increased critical strike chance against targets above 90% health.
  • Glyph of Whirlwind - Increases the number of targets you Whirlwind ability hits by 1.
The Heroic strike is useful to me as i use HS in my rotation allot so that one is self explanatory
The Cleave and Whirlwind Glyphs i like as there is always a point in PvE when you can go AoE crazy! ( MH seems like a good example )
Battle shout for obvious reasons but bare in mind Battle shout no longer stacks with Blessing of might on beta.
Bloodthirst glyph, The healing bonus is nice to some extent. Any 1 that has ventured into MH and onwards would realize that allot of trash and even boss fights have allot more raid damage input, so any source of self healing is always a good thing.

Was hoping for some sort of stat buffer , like increase hit chance by 3% or something along thoughs lines but it seems that is not to be... yet any way. Will keep hoping for that though!

professions

As for professions ..well sorry to say all serious ideas has totaly been thrown out the window.. Its Engineering all the way baby!! A small list of why and you wil understand my madness and increased excitment for it!

Sonic Booster - The noise mades from melee combat sometimes cause Sonic Awareness, increasing your attack power by 430 for 10 sec. This effect can only occur once every minute.

Moll -E -
Creates a portable mailbox for 5 min.

Gnomish X-ray - specs
Allows you to see players without clothing and armor.

Mechano-Hog - bad ass chopper motercycle mount

Just some of the fun reasons i want to keep Engineering, yeah i know hardly any of it is usful but who cares!! look at the fun factor! and i did see somthing some where about rocket launchers you can attack to your gloves!
Ofc as always with anything beta related some of this is subject to change

Sources : www.worldofraids.com and mmochampion

Friday, 29 August 2008

Talents ?


So how will you spec come the content patch?

Been thinking about it alot and seems to me there is already a trend for the fury talents, just like back in the day when we all new the cookie cutter spec right ? good 'ol' Arcanite reaper.

But times has moved on and so much has changed and there is more opportunity to build specs situational to suit what ever it is you do most the time, this being a good thing ofc.

Iv been eyeing up the fury tree for somtime now, the up and coming fury tree that is and decided on a spec ( providing the talent tree stays that way, not likely as Furious attacks is already getting some eye balling by the Devs ) that i feel would suit me and from what iv seen would seem to suit others to.

Link to my ideal spec is HERE for level 70 and HERE for level 80

I dont really pay much mind to my own 70 talents but take a close look at my level 80 talents, and let me explain why i chose what i did.

Arms tree: Important to note due to force of habbit, we no longer need to spend a mandatory 3 points in Deepwounds to be able to get the much needed Impale, although i still placed 2 points in Deepwounds as some sort of DoT damage is always nice and there aint that much els that i thought would be any good to me. I also decided to get 5/5 two handed weapon specialization, cant really sniff at 5% extra damage from two handed weapons when your dual wielding them ( Titans grip )

Not much els has really changed for me for the Arms tree so ill move onto the Fury side of things

Fury Tree: 5/5 Booming voice and 5/5 Comanding presence, i maxed these out due to one simple fact, our shouts are going to be riad wide so to have the raid benafit best of my shouts, i want to be able to RoAr! at a max radias and give the best possible buff i can. Now that we also have our beloved Deathwish back in the fury tree and ontop of that Recklessness down to a 5 min cooldown (with a nurf ofc so keep ya hat on) i decided to go for 3/3 Intensify rage reducing the cooldown on my Deathwish and Recklessness, in turn will mean a better dps outage on any long boss fight, just threat issues lol. 5/5 Flurry is a must and now we dont have to spend the mandatory 5 points in Enrage to obtain Flurry, I mean Enrage is poop for PvE, if a boss turns round and crits you.. your not going to benafit from Enrage because you will be running from the grave yard, Boss crits = you dead! 3/3 Blood surge will be very interesting indeed, an instant Slam that we can randomly dump into our rotation, saves on the HS spam and saves on threat to but adds greatly to DPS as Slam wont reset the swing timer. And ofc Titans grip, with its speed penalty removed ( and no words from Devs to decide against that......yet ) its going to be insain! so a must for any fury warrior.

Ofc my talent spec is based on PvE and not PvP or i would of had Furious attacks and Heroic leap ( Yeah i know Heroic leap sucks but come on... leaping through the air.. GEIF for fun factor! )

You can find a link to the level 80 talant calculator to the right of this page.

Let me know what you guys will be doing , or if you feel you have a good spec that would suit you and may help any one els decide what to do... let me know about it!

Monday, 25 August 2008

Dual hammers


Something i should of done a long time ago, Iv decided to make my self Dragonstrike x 2 , The high end base damage on these baby's is very very nice, but the range of base damage is also low, but im willing to take that risk. The dual haste proc is something to dribble about to as haste aint as good as it was it doesnt mean its totaly usless, infact i still rather like haste.
The only down side for me personaly to having these maces is i will lose 42 Hit rating 88 Attack power 33 stamina and 23 haste rating from my current weapons.
But providing i can obtain 2 more Black temple items, Grips of silent justice and Dread boots of the legion
I should be able to counter the lose from using them 2 maces and even gain some, providing i socket them right i will increase my damage output by a fair amount.
The fact i also will be using 2 weapons of the exact same speed is also benaficial for my WW swing timer reset.
What do you think ?

Monday, 18 August 2008

No more Windfury?

My dps in Wrath? , Now taking one major thing into account; Windfury will no longer give an extra attack, But instead it will give us Haste, Now at first i was like "omg naw wai Qq Blizz sucks" But then i started to calm down and gather my thoughts and try and work this out. Dual wielding big phat 2 handers with a speed penalty is gona suck, but depending on how much haste this new windfury totem gives, it may be our saviour as windfury is at the moment. Granted i still will miss the extra attacks but compared to phat 2 handed weps with enough haste gear and a haste totem... it just my be sexy still. Although this may bring about another issue... Rage. Rage generation with out Windfury sucks for me now.. for some it dont.. but im a HS spamming emo pew warrior so yeah.. i dump rage when ever i can so i may feel the effects of that come Wrath but as iv said before, it remains to be seen. GIEF beta key grrr.

Thursday, 7 August 2008

Arms V Fury V Death knights


For the last couple of days I've been thinking about Death knights, and along with that there has been a few discussions amongst us fury addicts about a possible threat to our raid spot.
So i took it upon my self to see what i could find out. And this is a little speculation of my own.

First of all, An arms warrior always seems to be in demand for the Blood frenzy debuff (4% more physical damage on the target), even im asked to re spec every now and then for this. So i guess you could say as long as an Arms warrior knows how to play, rotation wise and proper use of Slam, he will almost always have a raid spot.

Fury warrior dosnt bring anything to a raid that an arms warrior cant... apart from more damage done, but that is more than componsated for an Arms warrior by Blood frenzy. Now this concerns me because with the Wotlk we will see an influx of Death knights all over the place and they are going to want a raid spot right?
So what can a Death knight bring to a raid;
Rais dead - Raises a ghoul to fight by your side. If no humanoid corpse is available, Corpse dust must be supplied to complete the spell. Instant cast. 30 yard range. Costs 2 Unholy Runes. If used on the corpse of a friendly player the player will be able to control the ghoul for the spells time.
Mark of blood - Place a mark fo blood on a enemy, wheneever the marked enemy deals damage to a target, that target is healed for 2% of its maxiume health, lasts for 30 seconds.
Abomination strength - Your blood strikes and heart strikes have a 25% chance and your oblitorates have a 50% to increase the total strength of raid members within 20 yards by 10% for 10 seconds.
Hysteria - Induces a friendly target unit into a killing frenzy for 30 seconds, increasing there physical damage by 20%, but causing them to suffer damage equal to 1% of there maximum health every second.
Frost Aura - increases your frost resistance by 32, while in frost presence, increases the total health of all party members within 45 yards by 3% (6% if second talent point is placed)
Acclimation - When you are hit by a spell you have a 10% chance to boost your party's resistance to that type of magic for 18 seconds, stacks up to 3 times.
Shadow of death - Increases your total strength and stamina by 2%. In addition, whenever you die, you return to keep fighting as a Ghoul for 45 seconds.
Anti magic Zone - Places a large, stationary anti magic zone that reduces spell damage done to party members inside it by 75%, the anti magic zone lasts for 30 seconds or untill it abosrbs 10,000 spell damage.
Scourge strike - An unholy strike that deals 50% weapon damage pluse 6 as shadow damage and inflicting blood plague. Any esisting heal over tim spells on the target become currupted, dramatically increasing the damage done by the disease and removing the healing affect.

Not to mention the AoE abilitys that Death knights have.

So my question is this.. With a new class implimented and raid spots being even tighter, do fury warriors run the risk by being out classed by death knights thus losing our raid spots unless we spec arms and get blood frenzy.

If so the only thing i can think of to fix this is to rework the fury tree to enable us to signifently buff our raid/party members... or put Blood frenzy in a much lower tier in the arms tree (Replacing improved rend with Blood frenzy would be nice as imp rend is crap!)

Having even more competion on plate gear as well will not make gearing ourselfs up to be raid viable any easier.
I fear the fury warrior may die out, unless somthing is changed.
Some more interesting points made on another blog "70 Tauren warrior" Link can be found here.
Please feel free to leave comments on what you think will happan with the Fury warriors.
Sources:
http://www.worldofwarcraft.com/info/classes/deathknight/talents2.html
http://www.wowwiki.com/Death_knight_abilities

Friday, 1 August 2008

Dual Wielding @ 80


I have been thinking allot about what the damage outage of Titan's grip dual wielding will be like. Not having a beta key my self i cant really say. And there is not any fact on the beta forums as of yet to how good this will be. Just speculation.
I thought about it allot and come up with some trains of thought.
- Will there be any haste gear at level 80?
- 20% speed reduction from 5/5 Titan's grip, is that enough?
- Does our auto swing white damage become really bad due to the speed penalty?

I cant really answer these questions but only speculate my self.
In all i do feel it all will become an overall better DPS improvement providing you spec Bloodsurge, and ofc 5/5 Flurry is going to be a must as much as it is now any way. On top of haste gear will the end result be tasty ?
I can really see the benefit of Bloodsurge giving us a 100% reduced swing time of our next slam.
But again like Flurry it will be crit reliant and only on Bloodthirst crits.
It remains to be seen. Let me know what you think.