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Warrior Guide... (taken from Scapegaming) Empty Warrior Guide... (taken from Scapegaming)

Post  Vladimire Sat Apr 25, 2009 7:44 pm

i. Talents
ii. Basic Stats
iii. Boss Stats
iv. Combat Mechanics
v. Hit Rating
vi. Threat
vii. DPS
viii. Set Bonus

i. Talents
A guide for us all to update accordingly to explore the Warrior working talents:
Warrior Guide... (taken from Scapegaming) Warrta16

Inputs are welcomed; some of the partially working I placed there cos I cannot confirm it working or otherwise.
Important: sometimes when you notice a talent isn't working you will need to relog or restart WoW for it to take effect. Happens quite often

Sweeping Strikes
Sweeping strikes working beyond intended

Iron Will
Resist mechanics only apply to for Non-Rogue abilities (crack/legion/scape)
BG Realm works completely

Rampage
doesn stack up to 5 times, 4 max

Weapon Mastery
Does not grant reduced duration of disarm effect; also expertise does not work properly to begin with

Focused Rage
Reduces rage of all your offensive abilities. last i checked some was still not reduced; partially working

Victory Rush
Will only trigger if you gain XP or gain Honor; currently scripted to trigger only and only if u gain either of them(you will notice when discovering an area you obtain xp it will trigger it available) Will also last through screen loads

Spell Reflect
does Work now; reflects all spelsl for the whole duration

Precision
doesn add +hit to in character sheet; then again neither does retail; unconfirmed working but then again hit rating doesn work properly to begin with

Blood Frenzy
Blood Frenzy working beyond intended - under some circumstances debuff can remain permanent

Unbridled Wrath
doesn work

Tactical Mastery
Tactical mastery works when you change from defensive to berzerk or battle, but it does not work from berzerk or battle to defensive,

Improved Shield Block
Does not grant extra block

Throw
apparently this skill is only available to trolls on the horde side

Overpower
The skill works and will trigger when dodged however unlike its true mechanic it still can be dodged
If overpower is available when your not in battle stance then switching to battle will remove its availability - hence u must be in battle stance to use it correctly
Improved Overpower talent seems to be working correctly

Intimidating Shout
Partially working; you can't break the target being feared or you will end up being feared yourself. You can however pop zerker rage before hand to avoid "backlash fear" or wotf. You cant break it when you are being feared. Need confirmation if fear targets are up to 8; or if backlash fear only affects targetted and not the none targetted but still feared

Two handed Weapon Specialization
Does not increase the damage you deal with 2hand weapons.

One Hand Specialization
Does not increase damage

Defiance
Unknown whether it works or not.

Shield Slam
Dispels a debuff on the target (i.e your dmg dots immolate,shadow word:pain etc)

ii. Basic Stats
QUOTE (Elitistjerks.com)
Italics note functions not working as intended on these servers
Basic stats as follows
(assumed level 70)
Strength (str):
1 str = 2 attack power (AP)
20 str = 1 block value
Vitality increases strength by 10%
Agility (agi):
1 agi = 2 points of armor
33.0 agi = 1.0% crit
30.0 agi = 1.0% dodge
Stamina (sta):
1 stamina = 10.0 HP
1 stamina = 10.5 HP with max vitality (or for non-vitality Tauren warriors)
1 stamina = 11.0 HP with max vitality for Tauren warriors
Vitality increases stamina by 5%
Intelligence (int):
Int does nothing.
Spirit (spi):
Spirit increases out of combat health regeneration (barely)

Hit rating:
15.7692 hit rating = 1% hit chance
In addition to improving your melee hit rate, hit rating improves your chance to land taunt, and challenging shout; it is currently assumed that hit rating it improves your chance to land a taunt at 15.77 hit rating per percent.
Critical Strike rating:
22.0769 critical strike rating = 1% critical strike chance
Haste rating:
15.77 haste rating = 1% weapon haste

Expertise rating:
3.9423 expertise rating = 1 expertise
Each point of Expertise will reduce the target's chance to dodge and parry your attacks by 0.25%.
The orc racial provides 5 expertise when using axes.
The human racial provides 5 expertise when using maces, or swords.

Defensive rating:
2.3654 defensive rating = 1 defense skill
1 defense skill changes the following by 0.04%:

* Increase chance to block
* Increase chance to dodge
* Increase chance to parry
* Increase chance to be missed
* Decrease chance to be crit
* Decrease chance to be dazed

Dodge rating:
18.9230 dodge rating = 1% to dodge
*See section VIb for a derivation of your base dodge rate.
Parry rating:
22.4 parry rating = 1% to parry
Shield Block rating:
7.8846 shield block rating = 1% chance to block
Shield Block value:
1 shield block value = +1 damage absorbed on a block, and +1 damage on a shield slam (aggro increase of <= 1/6 TPS)
Resilience Rating:
39.4231 Resilience Rating = 1% less chance of being struck by any type of critical strike, and 2% less damage taken from critical strikes
Resilience is mostly a PvP stat, so it will not be discussed on its own in this guide.

Armor Penetration
Much of the discussion of this stat will be outside of the realm of this compendium as most tanking warriors will not use armor penetration.
A post by Kalgan states that 1000 armor penetration for a DPS warrior will net roughly a 6.04% DPS increase. This means roughly 150 armor penetration will net a 1% increase in DPS. This correlates to approximately 0.82% more threat.
Armor penetration is relatively stronger on lower armor targets.

iii. Boss Stats
Bosses gain 15% chance to crush when they are effectively 3 levels above you.
Boss % chance Versus Player:
Miss: 4.4%
Dodge: 3.19%
Parry: 4.4%
Block: 4.4%
Crushing Blow: 15%
Critical Hit: 5.6%
Hit: 63.01%

iv. Combat Mechanics
For the purposes of this discussion we will only be talking about what happens when an NPC decides to attack a player. The rules change for players attacking a boss.

When an NPC attacks a player, a "1 dice roll" system is implemented. That means everything happens in a single random number generation, and all possible outcomes combine to form the many sides of this one dice.

We call this dice the hit table. The hit table has a maximum range of 100%. Anything that occurs beyond 100% is pushed "off the table."
The order for pushing something off the hit table is:

Miss -> Dodge -> Parry -> Block -> Crushing Blow -> Critical Strikes -> Hit

Hit is the only variable on the dice. It will expand to fill any empty sides of the die so that there is always a 100% chance of something happening on each roll. The rest of these events have a fixed value based on stats, skills, or talents.

Remember that a sufficient amount of defense will remove critical strikes from the table.
The implications of this 1 dice roll means that if you had 50% dodge, and 50% parry you would not avoid 75% of the attacks in a serial or multiplicative manner, but rather you will avoid 100% of all attacks in an additive manner.

This also means that when you have 25% dodge, you will dodge 25% of your attacks. This does not mean that you will dodge 25% of some attacks. Because the dice is 1 roll, 1 throw, 25 sides of the 100 sided dice will be shaded as "dodge" (in reality the die is probably 10,000 sides allowing for 2 points after the decimal in precision).

Crushing blows

Crushing blows are the first thing after critical strikes to be removed from the hit table if your avoidance is high enough. In particular, if the entire hit table is filled with parry, dodge, block, and miss, you cannot be crushed.
Protection warriors may take advantage of this fact by using their ability: shield block.

Shield block increases a warrior's chance to block by 75%. Therefore, the remaining 25% of the hit table must then be filled by other sources of avoidance. However, remember that bosses are 3 levels higher than you, or what your character sheet shows. They negate 0.6% of your dodge, parry, miss, and block (0.2% of each per level difference). This requires a warrior to have 27.4% avoidance from other sources in order to become uncrushable.

This 27.4% is actually achieved by a naked protection warrior who puts 5 points into shield specialization (5% to shield block), 5 points in deflection (5% to parry) and 5 talent points into anticipation (20 defense).

The hit table breaks down to – versus a boss for a naked protection warrior:
Miss: 5.2%
Dodge: 4.59% (Tauren)
Parry: 10.2%
Block: 10.2%
Total = 30.19% (shield block = 75%)

Another look at the same setup:

Your character information sheet will read as follows (vs even level):
Miss: 5.8%
Dodge: 5.19%
Parry: 10.8%
Block: 10.8%
Total = 32.59% (shield block = 75%, taking the rest of the hit table up) – total avoidance of 107.59% (only 102.4% needed)

It follows that if you can increase your base gear level to a high enough level, you can become crush-immune without ever having to hit shield block. This has been done on live servers, and is readily achievable, but often one must sacrifice aggro and mitigation.

You simply need your miss, dodge, parry, and block to reach 102.4% in order to become uncrushable. I do not recommend this strategy to tanks with the current set of gear, unless it is just to be as a gimmick. In terms of crushable avoidance, shield block rating is by far and away the cheapest point to spend on your item budget to achieve crush immunity – this is because it only allows for blocked attacks, and not total avoidance.

Parry Mechanics

When a boss parries your attack, it reduces the default swing timer of the bosses next main hand attack. There are one of three possible outcomes of a boss parrying your attack:

* If the next attack would normally occur within 20% of your weapon speed after the parry, there is no effect.
* If the next attack would normally occur between 20% and 60% of your weapon speed later, it happens 20% of your weapon speed later instead.
* If the next attack would normally occur more than 60% of your weapon speed later, the time until your next attack is reduced by 40% of your weapon speed.


For example, with a 2.0 speed weapon, if a boss's next attack would normally occur .3 seconds after the parry, it will still happen at that time. If it would normally occur anywhere between .4 and 1.2 seconds after the parry, it instead happens .4 seconds later. And if it were to normally happen 1.5 seconds after the parry, this would be reduced by .8 seconds causing it to happen .7 seconds later.


Critical Hit immunity for a level 70 player against a raid boss occurs at 490 Defense. this is true on retail but does not apply here on these servers. You cannot obtain crit immunity which leads me to believe Defense is not fully working properly.
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Warrior Guide... (taken from Scapegaming) Empty Re: Warrior Guide... (taken from Scapegaming)

Post  Vladimire Sat Apr 25, 2009 7:48 pm

v. Hit Rating
Hit rating on this servers do not work as intended; for estimation purposes the following table is our best approximation hit rating guide on warriors
QUOTE (Ryana)
Main Hand / Two Hand
0 Hit Rating - 5.48% Miss chance
50 Hit Rating - 3.91% Miss chance
100 Hit Rating - 2.94% Miss chance
150 Hit Rating - 2.26% Miss chance
200 Hit Rating - 1.98% Miss chance
250 Hit Rating - 1.97% Miss chance
300 Hit Rating - 1.98% Miss chance
Dual weild
0 hit rating - 11% Miss chance
100 hit rating - 6 Miss chance
200 hit rating - 4% Miss chance
300 hit rating - 3% Miss chance

vi. Threat
The threat mechanics on this server does not function like retail, spells like fade,shatter,defiance etc does not grant proper threat
Using threat calculators that was built based around retail mechanics would not generate accurate results on these servers due to numerous spells in game that do not grant the correct value of threat as do retail
For estimation purposes however, they are your best guide.

The following are the raw values of threat before modifiers such as defiance or defensive stance based on retail mechanics

Battle Shout +69 (rank Cool - divided amongst targets
Cleave +130 (rank 6) - divided amongst targets
Commanding Shout +68 - divided amongst targets
Demoralizing Shout +56 (rank 7) - divided amongst targets
Devastate +106 + [14 * Sunder Count]
Also applies Sunder Armor threat when increasing the debuff stack
Disarm +104
Hamstring +181 (rank 4)
Heroic Strike +196 (rank 10)
Revenge +201 (rank Cool
Improved Revenge (Stun) +25
Shield Bash +230 (rank 4)
Improved Shield Bash +??
Shield Slam +307 (rank 6)
Sunder Armor +301 (rank 6)
Taunt Sets threat equal to NPC's primary target (Section VII e.)
Thunder Clap Base threat is 1.75x damage done

QUOTE
For threat rotation, if you're in a low rage scenario, your goal is rage management. As such, white damage hits are an important source of rage, Revenge is a really good tool, Shield Slam and then sunder or devastate. In that order usually. Skip SB/demo/TC in many cases to improve your rage.

When you're getting hit hard, your goal is GCD management. Your strongest hate tool is actually heroic strike - not because the TPS is high, but because it's essentially 'free hate' due to it not taking the GCD. In such a scenario you should be getting virtually zero white hits. You fill in the GCDs with Shield Slam, Revenge and then Devastate if you have enough time. I.e. if you didn't have to refresh TC/Demo or something else with the GCD.

vii. DPS (retail mechanics)
QUOTE (MAXDPS.com)
Best dps enchants for 2H
[Enchant Weapon - Executioner] 14.93
[Enchant Weapon - Mongoose] 13.56
[Enchant 2H Weapon - Savagery] 11.63
[Enchant 2H Weapon - Major Agility] 8.94

QUOTE
Talents:
Common DPS specs:
17/44/0 - Dual Wield Fury
World of Warcraft Europe -> Talents

33/28/0 - PvE Arms
World of Warcraft Europe -> Talents

21/40/0 - 2h Fury (less common spec, but relatively viable for PvE dps as a second or third dps warrior)
World of Warcraft Europe -> Talents

Variations of these builds are generally based on guild setup. More than one dps warrior in a guild with Improved Demoralizing Shout/Improved Thunderclap is not necessary so some builds may include more points in Deflection/Iron Will vs Improved Thunderclap or Unbridled Wrath instead of Improved Demoralizing Shout. Other variations can be found based on personal preference, switching Improved Disciplines for Improved Intercept for PvP purposes etc. To be noted however that all guilds should have at least one warrior with Improved Demoralizing Shout and Improved Thunderclap. In general, the numbers stay the same: 33/28/0 for Arms PvE, 17/44/0 for Fury PvE.*

It's believed that 3 points in Unbridled Wrath with a 3.5 or slower weapon is enough to generate 1 additional rage on every attack, or close enough to every attack that the 4th point would not be worth it. Hence 2/5 Demoralizing Shout, 3/5 Unbridled Wrath is "better" than 5/5 Unbridled Wrath for an Arms warrior. (Under investigation)

Two points in Improved Demoralizing Shout is enough to reduce a boss's Attack Power to 0 unless Curse of Recklessness is up. If your guild uses Curse of Recklessness, then 5 points is needed.

Sword Specialization > Poleaxe Specialization > Mace Specialization for PvE.

*Some testing being done on 26/35/0 as opposed to 17/44/0 for PvE.


Stats:
Depending on gear level and current items, stat priority is:

<9% hit and <6-7% Dodge reduction
Expertise/Hit > Crit/AP/Armor Pen > Haste

>9% hit and <6-7% Dodge reduction
Expertise > Crit/AP/Armor Pen > Haste/Hit

>9% hit and >6-7% Dodge reduction
Crit/Ap/Armor Pen > Haste/Hit (Expertise yields no dps increase past the cap)

Expertise caps out at 6-7% with no talents or racials. Hit soft caps at 9% with no talents.

Higher levels of AP yield more benefit from additional Crit/Armor Penetration and vice versa.

Only reason to gem for hit is if you're under 9%, otherwise take items that have the best distribution of dps stats. Despite what the rogues tell you, leather is fair game.


Under 9% hit, talents included, Hit yields the highest dps increase.

Hit Rating requirements are:

* 142 hit rating with 0 points in Precision
* 127 hit rating with 1 point in Precision
* 110 hit rating with 2 points in Precision
* 95 hit rating with 3 points in Precision

Rating Conversion:

* 15.77 Hit Rating = 1% Hit
* 3.9423 Expertise Rating = 1 Expertise = -0.25% Dodge/Parry
* 22.08 Crit Rating = 1% Crit
* 15.77 Haste Rating = 1% Haste
* 1 Strength = 2 Attack Power
* 33 Agility = 1% Crit

In general Strength > Attack Power purely because of Blessing of Kings affecting Strength and not raw Attack Power.
Crit Rating > Agility, despite the fact that Agility scales with Blessing of Kings. The amount of Agility needed for 1% Crit makes it too expensive to stack in comparison to Crit Rating.

Expertise can be treated similarly to Hit when under 4-5% Dodge/Parry reduction (2% free from talents) most players however don't see it as mandatory as Hit under 9% is seeing as it's harder to obtain. Humans using Swords/Maces and Orcs using Axes gain an additional 1.25% expertise, so the "cap" is 2.75-3.75%. Also note that Expertise Rating rounds down, partial amounts of Expertise do nothing.

Expertise Rating "requirements":
(temporarily removed)

Expertise is currently being looked into because we're not 100% sure what the average boss's dodge chance is. It's been confirmed that it is well over 6% so far. The latest look had dodge with 95% confidence to be within [6.27%,6.44%]. Awaiting conclusive evidence as to an exact value for dodge. For now 6-7% is a general guideline.


Armor and Armor Penetration:
Armor Penetration is a unique stat in that it is the only stat to scale with Increasing Returns as opposed to Diminishing Returns. More Armor Penetration yields more % increase in damage until the target's armor reaches 0. Soft cap for Armor Penetration (ArP from here on out) is roughly 1350 for T6 level bosses with all armor reducing debuffs and Executioner enchant.

The formula for damage reduction via armor for a mob over level 60 is:

DR% = Armor / (Armor - 22167.5 + 467.5 * MobLevel)

Where MobLevel is the level of the attacker. TBC bosses generally have either 6200 armor or 7700 armor*, so I'll use 6200 for simplicity:

DR% = 6200 / (6200 - 22167.5 + 467.5 * 70)

DR% = 0.36998 = 36.998% damage reduction.

Debuffs on a boss reducing armor can be maximized to:

1. 2600 (Sunder Armor)
2. 610 (Faerie Fire)
3. 800 (Curse of Recklessness)

Total: 2190

2190 / (2190 - 22167.5 + 467.5 * 70) = 17.180% damage reduction.

From here, 200 ArP translates to:

1990 / (1990 - 22167.5 + 467.5 * 70) = 15.860% damage reduction :: or a 1.594% damage increase.

A further 200 ArP would translate to:

1790 / (1790 - 22167.5 + 467.5 * 70) = 14.497% damage reduction :: or a 1.620% damage increase.

As you can see, while the amount of ArP gained was the same for both scenarios, the damage increase itself increases as the target's Armor approaches 0. Thus ArP exhibits increasing returns as opposed to diminishing returns.

* Actual Table for TBC bosses:
Serpentshrine Cavern:
Hydross the Unstable: 7700
The Lurker Below: 7700
Leotheras the Blind: 7700
Fathom-Lord Karathress 6200
Morogrim Tidewalker: 7700
Lady Vashj: 6200

Tempest Keep:
Void Reaver: 8800
High Astromancer Solarian: 6200
Al'ar: 7700
Kael'thas Sunstrider: 6200

Hyjal Summit:
Rage Winterchill: 6200
Anetheron: 6200
Kaz'rogal: 6200
Azgalor: 6200
Archimonde: 6200

Black Temple:
High Warlord Naj'entus: 7700
Supremus: 7700
Shade of Akama: 7700
Teron Gorefiend: 6200
Gurtogg Bloodboil: 7700
Reliquary of Souls:
- Essence of Suffering: 0
- Essence of Desire: 7700
- Essence of Anger: 7700
Mother Shahraz: 6200
Illidari Council:
- Gathios the Shatterer: 6200
Illidan Stormrage: 7700


Notice that all but 2 of the bosses have either 6200 or 7700 armor. A similar pattern occurs in the trash mobs: 5475/5700/5950 or 6800/7100/7400 for level 70/71/72 mobs. In terms of percentage reduction, these values result in either 34.15% or 39.15% armor reduction vs attackers of the same level as the mob.

Hit Table:

1. Miss - 28% (9% for specials or when not dual wielding)
2. Dodge - 5.6% (see below)
3. Parry - 0%*
4. Glancing - 25% (25% vs a mob 3 levels above you, unchangeable)
5. Block - 0%*
6. Critical - Varies (this varies from player to player)
7. Crushing - 0% (players cannot Crush)
8. Normal Hit - [100% – {Miss + Dodge + Parry + Glancing + Block + Critical + Crushing}] (this is the leftover)


*Not actually 0%, but for all intents and purposes mobs cannot Parry nor Block attacks made from behind, which is where you should be dps'ing from.

That's the priority for attacks. Players cannot land Crushing Blows, mobs cannot land Glancing Blows. Mobs can't Parry or Block from behind, which is where your melee dps should be done. Dodge is assumed to be 5.6% for most bosses. Important to note that additional +hit does NOT increase your chance to land a Normal Hit, but rather DECREASES your chance to Miss.

In this fashion, under extreme circumstances you can become "crit capped" where additional Crit will not increase your chance to land a Critical Strike. This occurs if the total value of the options above Critical Strike on the attack table become sufficiently high as to reduce the possible Crit below it's normal value. Example:

1. Miss - 28%
2. Dodge - 5.6%
3. Parry - 0%
4. Glancing - 25%
5. Block - 0%
6. Critical - 50.5%
7. Crushing - 0%
8. Normal Hit - 0%

Under these circumstances, Crit will be capped at 40.5% even though you have a 50.5% listed chance. This is because the total cannot be more than 100%. 100% - (28% + 6.5% + 0% + 25% + 0%) = 41.4%. For most sensible levels of gear and under most circumstances, you will not reach the crit cap unless affected by something along the lines of Recklessness which would grossly inflate your Crit chance.


Flurry:
Contrary to popular belief, 33% chance to Crit will not guarantee 100% Flurry up-time, not even close. A relatively close formula to calculate Flurry up-time is:

1 - ( 1 - c ) ^ x

Where 'c' is your Crit chance expressed in decimal (i.e: 35% crit = 0.35) and 'x' is the number of attacks made in one cycle of Flurry (3 from auto attack swings, and generally one additional from instant attacks; 4 is a commonly used number).

Example: 35% crit yields

1 - ( 1 - 0.35 ) ^ 4 = 0.8215 which translates to 82.15% Flurry up-time.

Crit past 33% will of course increase your Flurry uptime, any amount of Crit under 100% (or the crit cap) is less than 100% Flurry up-time, and therefore additional Crit will increase your up-time. It is important to note that while additional Crit will increase Flurry up-time, it is subject to diminishing returns. The amount of Flurry up-time gained going for 1% crit to 11% crit is much greater than going from 40% to 50% (in both cases an increase in 10% Crit chance).


DPS Rotations:
17/44/0
>20%:
Keep it simple, Bloodthirst and Whirlwind should always be on cooldown. Heroic Strike if rage is over 60 and Bloodthirst and Whirlwind are both on cooldown. Heroic Strike is primarily a rage dump, use it to keep your rage under 100 and still maintain the rage required to keep Bloodthirst and Whirlwind on cooldown. In terms of priority: Bloodthirst > Whirlwind > Heroic Strike. Commonly referred to as 3xBT, 2xWW cycle. (3 Bloodthirst = 18 seconds, 2 Whirlwinds with 1 point in Improved Whirlwind = 18 seconds). Refresh Rampage with as few seconds left on the buff as possible while at the same time not letting the buff run out. 6-7 seconds left is a generally a good time to start looking for an opportunity to rebuff.
<20%:
Execute on every global cooldown if possible, at a certain point of Attack Power (see FAQ for exact values) Bloodthirst deals greater damage per 30 rage than Execute. Under these circumstances, Execute on every global cooldown and if your rage spikes up past 30 while on the global cooldown, use Bloodthirst.

33/28/0
>20%
Slam is an important part of this spec's dps. Slam resets your swing timer so it's best timed directly after a white hit (in order to minimize time wasted on a reset swing). Get an addon such as Quartz to help if you have latency problems, practice on some Blasted Lands mobs for Slam timing. Learn to use Slam. Generally this cycle is:
Auto -> Slam -> MS -> Auto -> Slam -> WW -> Auto -> Slam -> MS -> Auto -> Slam -> Instant
Battle Shout or Demoralizing Shout for example can be used as the last instant in the rotation. This rotation is commonly referred to as 4xSlam, 2xMS, 1xWW. One thing to note about Slam usage, if your attack speed goes below 2.5 seconds, drop Slam from your cycle and use Heroic Strike to manage your rage. Another option is to simply Slam only when Mortal Strike and Whirlwind are both on cooldown. This requires some practice and a feel for the play-style.
<20%
In most cases, your dps will be better under 20% if you continue with the 4xSlam 2xMS 1xWW cycle and ignore Execute, or slap Execute into that last instant spot. Some warriors prefer to switch to two fast weapons and Execute spam as normal. In the end it comes down to personal preference. Mobile fights will likely favor Execute spamming however.

21/40/0
For all intents and purposes this uses the same rotation as 33/28/0, utilizing Slam. The only difference is this build has 5/5 Flurry as opposed to 3/5 thus making it much more prone to dropping your attack speed below 2.5 seconds. Also, of course, this build uses Bloodthirst in place of Mortal Strike.


Cooldowns:
Use them, use them in conjunction with each other if possible. Using short cooldowns such as trinkets or Deathwish as soon as possible in the fight allows them to cool down sooner and become ready for use again later on in the fight. Cooldowns used in conjunction with each other will always yield higher dps than cooldowns used consecutively. Take this example:
Recklessness guarantees most of your attacks for the next 15 seconds will be critical strikes.
Heroism increases your attack speed by 30% for 40 seconds.

Used in conjunction with each other, you get 30% more attacks that are nearly guaranteed by Recklessness to crit if they land .This inflates the value of Recklessness by 30%. Note that Recklessness is still subject to the crit cap and Attack Table.
Used consecutively, each buff yields only it's own dps with no added value. Recklessness is 15 seconds of near 100% critical strike chance, Heroism is 40 seconds of 30% faster attack speed.
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Warrior Guide... (taken from Scapegaming) Empty Re: Warrior Guide... (taken from Scapegaming)

Post  Vladimire Sat Apr 25, 2009 7:48 pm

If possible, time your Recklessness/Deathwish/Trinket/Haste Potion/Insane Strength Potion with your shaman's Heroism. If you don't have a shaman, try and time your Deathwish/Trinket/Haste Potion/Insane Strength Potion to coincide with each other. While this is true for coinciding Haste and Static DPS increases, it is not true for only Static DPS increases. i.e: Timing Berserker's Call and Insane Strength Potion will yield no additional dps beyond what they provide on their own. This is because both buffs statically add to your Attack Power, neither has a percentage value (like Deathwish, Haste Potion, Heroism or Recklessness).


Consumables:

* [Flask of Relentless Assault]: (2 hours, persists through death)
* [Elixir of Major Strength]: (1 hour)
* [Elixir of Major Agility]: (1 hour)
* [Elixir of the Mongoose]: (1 hour)
* [Fel Strength Elixir]: (1 hour)
* [Roasted Clefthoof]: (30 minutes)
* [Spicy Crawdad]: (30 minutes)
* [Talbuk Steak]: (30 minutes)
* [Spicy Hot Talbuk]: (30 minutes)
* [Elixir of Demonslaying]: (5 minutes)
* [Drums of Battle]: (30 seconds)*
* [Drums of War]: (30 seconds)*
* [Haste Potion]: (15 seconds, shares Health Potion cooldown)
* [Insane Strength Potion]: (15 seconds, shares Health Potion cooldown)

Relentless Assault will yield the most dps for the majority of fights. Elixir of Demonslaying can be a better choice for boss fights where the boss is a Demon, bear in mind the short duration however. In addition, Flask of Relentless Assault persists through death whereas the other consumables do not. Roasted Clefthoof is the best dps food you can get unless you are under the 9% hit requirement, in which case Spicy Hot Talbuk can be a better choice. For fights with large amounts of burst AoE damage, either of the two stamina foods can also prove useful. For temporary buffs, Haste Potion is almost always better than Insane Strength Potion. Only if Haste Potion is causing interruptions or problems with maintaining your Slam cycle as 2h dps should you use Insane Strength Potion, however availability is also a factor. Also of note: Elixir of the Mongoose yields better dps for a warrior than Elixir of Major Agility, with or without Blessing of Kings.

*Drums of Battle is a very useful buff, however only available to Leatherworkers. Non-leatherworkers can benefit from the buff but cannot use the item. Also of note, with more than one Leatherworker in the melee group Drums of War can be used in conjunction with Drums of Battle to greater effect. Drums of War and Drums of Battle share the same cooldown and therefore it should be remembered that Drums of Battle will provide a greater dps increase to the party if given the choice between the two.

* [Elemental Sharpening Stone]: 28 Crit Rating (1 hour)
* [Adamantite Weightstone]: 12 weapon damage, 14 Crit Rating. (Mace/Fist, 1 hour)
* [Adamantite Sharpening Stone]: 12 weapon damage, 14 Crit Rating. (Axe/Sword/Dagger, 1 hour)
* [Righteous Weapon Coating]: (1 hour. Only works on Quel'Danas or Magister's Terrace/Sunwell Plateau)

If you have a shaman placing Windfury totem, you should NOT apply a sharpening/weight stone to your main hand weapon. Windfury and sharpening/weight stones do NOT stack. You can however always put a sharpening/weight stone on your offhand weapon. The crit bonus applies to both weapons, and the damage increase is subject to damage reduction on an offhand (12 x 0.625 for dual wield specialization and offhand penalty = 7.5 actual increase). Both Sharpening and Weight stones persist through death.
Update: The Elemental Sharpening Stone yields the highest dps increase for an offhand weapon enchant if it's available to you. The recipe comes from Molten Core however and sadly isn't overly common. Inside Sunwell Plateau or Magister's Terrace, the Righteous Weapon Coating provides more dps than the Elemental Sharpening Stone.


Solarian's Sapphire and Blood Frenzy:
This trinket deserve special mention as it's our class specific trinket for TBC and because of it's unique stat. In terms of raid dps gained from a single trinket, this is by far the best trinket a warrior can use. It grants your Battle Shout an additional 70 Attack Power. This is affected by the Commanding Presence talent up to 87.5 Attack Power. 87.5 Attack Power for 5 members of the raid is 437.5 Attack Power. No other trinket comes close to the amount of Attack Power granted by this trinket.

Blood Frenzy should be mentioned here because one of the most frequently asked questions in terms of Warrior dps is whether or not to spec Arms for Blood Frenzy or not. Is the dps loss going from Fury to Arms worth the raid dps increase from the debuff. In short: yes, it is. Blood Frenzy affects all physical damage dealt to the target. This includes Hunters, Hunter pets, Tanks, Rogues, other Warriors, Feral Druids, Bleed effects etc etc. In very simplistic terms:

A raid composed with 8 total sources of Physical damage: 2 tanks, one hunter and 5 melee.

Each tank puts out 300 dps.
The hunter and each melee puts out 1000 dps.
Total physical dps = 6600.
Contribution from Blood Frenzy = 264 dps.

In this case, the one Arms warrior has an effective dps of 1264 instead of 1000. For this scenario, that's over a 25% increase in his own dps. As the physical dps increases, so does the value of Blood Frenzy. Unless the Warrior is very bad at playing as Arms, or he has very poor Arms gear and very good Fury gear, Blood Frenzy is definitely worth it.


Magic Numbers:
There are no magic numbers in terms of how much Attack Power, Crit, Hit you should have going into a certain instance. Get the best items available to you, meet certain requirements such as 9% hit etc.


Gems/Enchants:

* [Relentless Earthstorm Diamond]: (Meta)
* [Bold Living Ruby]: (Red)
* [Inscribed Noble Topaz]: (Orange)
* [Sovereign Nightseye]: (Purple)
* [Jagged Talasite]: (Green)
* [Rigid Dawnstone]: (Yellow)
* [Smooth Dawnstone]: (Yellow)

You should maintain just enough Blue/Yellow/Red gems to have a working meta gem. Purple/Orange/Green gems work as either of their two component colors. i.e: Purple can count as Red or Blue.
Rigid Dawnstone should ONLY be used if you do not have the 9% hit required. The Relentless Earthstorm Diamond will always yield the highest dps of the meta gems currently available.

* Enchant Bracer: Brawn - Enchant Bracer - Brawn - Spells - World of Warcraft
* Enchant Gloves: Major Strength - Enchant Gloves - Major Strength - Spells - World of Warcraft
* Enchant Boots: Dexterity - Enchant Boots - Dexterity - Spells - World of Warcraft
* Enchant Boots: Cat's Swiftness - Enchant Boots - Cat's Swiftness - Spells - World of Warcraft
* Enchant Boots: Surefooted - Enchant Boots - Surefooted - Spells - World of Warcraft
* Enchant Cloak: Greater Agility - Enchant Cloak - Greater Agility - Spells - World of Warcraft
* Enchant Cloak: Subtlety - Enchant Cloak - Subtlety - Spells - World of Warcraft
* Enchant Chest: Exceptional Stats - Enchant Chest - Exceptional Stats - Spells - World of Warcraft
* Enchant Weapon: Mongoose - Enchant Weapon - Mongoose - Spells - World of Warcraft
* Enchant Weapon: Executioner - Enchant Weapon - Executioner - Spells - World of Warcraft
* Glyph of Ferocity - Glyph of Ferocity - Items - World of Warcraft
* Cobrahide Leg Armor - Cobrahide Leg Armor - Items - World of Warcraft
* Nethercobra Leg Armor - Nethercobra Leg Armor - Items - World of Warcraft
* Greater Inscription of Vengeance - Greater Inscription of Vengeance - Items - World of Warcraft
* Greater Inscription of the Blade - Greater Inscription of the Blade - Items - World of Warcraft
* Glyph of the Outcast* - Glyph of the Outcast - Items - World of Warcraft

These are the best enchants available for dps. Some slots have alternatives. In general the alternatives come down to personal preference. All of the boot enchants are useful in their own right. For pure dps however, Dexterity will yield the highest dps. On the topic of weapon enchants: Executioner is considered better than Mongoose due to the increasing returns nature of ArP. Executioner however, unlike Mongoose, cannot stack with itself. If you have two weapons enchanted with Executioner, the buff will simply refresh. If you have two weapons enchanted with Mongoose you will gain a second buff. For this reason it's generally considered best to enchant your main hand weapon with Executioner, and offhand with Mongoose. For a 2h weapon, Executioner is more commonly used than Mongoose. Savagery (Enchant 2H Weapon - Savagery - Spells - World of Warcraft) can be a cheaper alternative if you cannot afford Mongoose/Executioner on a 2h weapon. Potency (Enchant Weapon - Potency - Spells - World of Warcraft) can be an alternative for a 1h weapon.

*Glyph of the Outcast only provides higher dps than Glyph of Ferocity if you're already hit capped (9% for 2h, 28% for Dual Wield) and have Blessing of Kings.

Shamelessly stolen from Malan's Enhancement Shaman thread:
3.6.2 Agility vs Run Speed for Boots
For PvE, either [Formula: Enchant Boots - Boar's Speed] or [Formula: Enchant Boots - Cat's Swiftness] are going to be big payoffs. Increased run speed is hands down the best enchant you can get for PvE. Derivation:
Let D be your dps without a boot enchant. For the run speed to provide more benefit, we need:
(D+12A)(T-t) < (D+6A)(T-t/1.08)
which simplifies to
T < [(1-k)D + (2-k)6A]t/(6A)
where k = 1/1.08. For example, gives A = .16286, and so we have
T < (.07581D + 1.074) t
Using some actual data, a shaman that does betwen 900 and 1000 dps will have T < 76.88t
For 5 minutes, we would need t > 3.90 seconds and for 6 minutes we would need t > 4.68 seconds.
So for a 5 minute fight if you spend roughly 4 seconds moving between adds, running to the boss, etc, Run Speed provides a superior DPS benefit.
This same logic can be applied to Warrior dps, time spent out of melee range is time spent not dps'ing. Minimizing the time you're out of melee range increases your dps. Intercept can also be helpful. It should be noted therefore that Dexterity is only a superior dps increase to Cat's Swiftness if there is no time spent running towards a mob. On a completely stationary fight Dexterity > Cat's Swiftness. On even some of the most remotely mobile fights: Cat's Swiftness > Dexterity.


Surviving:
Surviving in a fight is key. Dead warriors don't dps. There are several tools at a warrior's disposal that can greatly increase his chances of survival:

1. Berserker Rage: Bersker Rage breaks Fear, use it to your advantage and avoid being feared into fire. It burns.
2. Defensive Stance: Reduces all incoming damage taken by 10%, the difference between Berserker and Defensive stance is 20%. This is significant.
3. Shields: Warriors can use a shield to mitigate physical damage. Abuse this.
4. Shield Wall: Under dire circumstances, using your cooldown on Shield Wall instead of Recklessness can save your life.
5. Shield Block: A blocked attack cannot crit. If you do manage to pull aggro on some mob, Defensive Stance and Shield + Shield Block as fast as humanly possible.
6. Cancel Auto Attack: Warriors have no reliable way to control threat other than passive buffs such as Blessing of Salvation. If you can't afford to attack a boss/mob without pulling aggro, don't attack the mob at all until the tank gets a lead.
7. Commanding Shout: On some encounters there are expected bursts of damage, aoe or single target, in which case it can be beneficial to use Commanding Shout instead of Battle Shout (if at full hp) until the expected burst is over. Naj'entus/Illidari Council/Mother Shahraz come to mind.

The biggest life saver is to make friends with your local paladin and beg him politely for a single buff of Blessing of Salvation. Under no circumstances do you do anything that jeopardizes the Raid. Do nothing that jeopardizes your own health. Leave your e-peen outside the instance.


Weapon Speeds and Attack Power Normalization:
Attack Power Normalization:
In patch 1.8, Blizzard modified the way Attack Power affects instant attacks. The formula pre-1.8 was:

damage = base_weapon_damage + (weapon_speed * Attack Power / 14)
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Post  Vladimire Sat Apr 25, 2009 7:49 pm

As you can see from this, instant attacks gained a significant portion of damage from having a slow weapon. In 1.8 Blizzard modified this so that each weapon type has a set weapon speed for the purposes of instant attacks. So despite whether you have a 1.8 speed one-handed sword or a 2.7 speed one-handed sword, the contribution from Attack Power would be calculated as if the weapon speed was 2.4 seconds.

The list of weapon normalization speeds is:

* Daggers: 1.7
* One-Hand Weapons: 2.4
* Two-Hand Weapons: 3.3
* Ranged Weapons: 2.8


The formula therefore after 1.8 is:

normalized_damage = base_weapon_damage + (X * Attack Power / 14)

where X is the listed value for the specific weapon type. While the normalization of Attack Power greatly reduced the impact of having a slow weapon for instant attacks, slower same-dps weapons still produce a slight dps increase for instant attacks. This is because a weapon with 100 dps and a fast attack speed has a relatively low damage range, while a 100 dps weapon with a slow attack speed has a higher damage range. Therefore the increase in base weapon damage used in the formula makes the slower weapon come out slightly on top. In short: instant attacks still benefit from slow weapons, just the difference is not as large as it once was.

Weapon Speeds:
Based on the previous information about Attack Power Normalization, it comes to mind that there would be certain weapon setups/speeds that would be more desirable than others for dps.

Dual Wield:
Dual wielding when the boss is >20%, the weapon setup that generally yields the highest dps is a slow Main-hand weapon and a slow Off-hand weapon (slow being 2.6+ generally). This is because of the changes made to Whirlwind in patch 2.3. Whirlwind previously hit with only the Main-hand weapon, however now Whirlwind attacks with both weapons instantly. Due to this change, dual-wielding slow weapons will yield a slight, but noticeable dps increase as opposed to dual-wielding slow/fast or fast/fast (Main-hand/Off-hand) weapons. Bear in mind that dual-wielding slow weapons will also result in a streakier rage flow, which can be detrimental to your play-style and your dps. Use whatever you feel most comfortable with at your gear level, aiming for slower weapons where possible. Also note that while slower weapons are slightly better, dps and stat allocation are also important factors of dps and should be accounted for. Under 20% of a boss-fight, it can be beneficial to switch to two fast weapons to maximize rage generation in a short period of time. The goal under 20% as dual-wield Fury is to Execute on every global cooldown, Bloodthirsting whenever rage spikes past 30 rage over the duration of a global cooldown (see FAQ for exact values). Therefore switching to two fast weapons can help guarantee Executes on every global cooldown, or at the very least get you closer to this point.

Two-Hand:
For two-handed dps, there are a couple things to note about weapon speed. First off, the use of Slam as a dps tool impacts the desired weapon speed. Secondly, Mortal Strike and Whirlwind are both normalized attacks, while Slam is not. While using the 4xSlam, 2xMS, 1xWW dps rotation, the closer you can get your weapon speed to 2.5 seconds the better. At a weapon speed of 2.5 seconds, you're constantly using abilities as soon as the global cooldown is up thus maximizing dps. Haste can help you reach this point however it should not be explicitly aimed for as a goal. Take the gear that is the largest upgrade for you at the time. While it is preferable to obtain a 2.5 second weapon speed, deliberately picking faster weapons for this purpose will likely decrease your dps because of Attack Power Normalization. Slam and Heroic Strike are not normalized at all and therefore receive the full bonus from slow weapons, Mortal Strike and Whirlwind are normalized but still gain a slight benefit from using slow weapons. This being said, the weapon dps and stat allocation are the most important factors in picking a weapon. [Cataclysm's Edge] is a superior weapon to say, [Torch of the Damned] because the weapon dps is higher, despite Cataclysm's Edge being 0.3 seconds faster.

viii. Set Bonus
Onslaught Battlegear
2 set: reduces the rage cost of your Execute ability by 3 - working
4 set: increases the damage of your Mortal Strike and Bloodthirst abilities by 5% - unknown

Onslaught Armor
2 set: increases the health bonus of your Commanding shout ability by 170 - working
4 set: increases the damage of your shield slam ability by 10% - unknown

Vengeful Gladiator's Battlegear
2 set: +35 Resilience rating - working
4 set: Reduces the cooldown of your intercept ability by 5 seconds - not working
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Post  brankicv Tue May 19, 2009 5:15 pm

Good guide Smile
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Post  JonnyE Tue May 19, 2009 6:30 pm

is not bcz we dont have vlad any more.. he left the guild
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