Last edited by mmoc982b0e8df8; 2016-06-14 at 07:57 AM.
I hope Blizzard answers your question. It's well phrased. Upvoted.Originally Posted by Beardyface
For what it's worth, here's what I think the answers are:
"Although Warriors generate less rage as their health and mitigation increases, that loss is more than offset by gains to their survivability from increased attack power, crit, and haste. So gearing up still makes you stronger overall, and you'll still get more rage when you need it most.
"All tanks' active self-healing goes down as their mitigation improves - rage is just the most visible mechanism through which this happens. As a result, tweaks won't be necessary to keep Warriors consistent with other tanks."
Does the 'Inspiring Presence' talent, which grants 3% leach to allies, also apply to the prot warrior? Or do just your allies get that leach effect? So if you're playing solo the talent would do absolutely nothing for you?
Last edited by Coffeh; 2016-06-14 at 06:33 PM.
Has anyone posted any more about how Last Stand is utter shit now - compared to how it is on Live? Or was that determined to be a Bug?
btw does anybody know if our ultimate artifact trait is supposed to be health increase or the armor it currently shows on the calculator?
got a source on that? its pretty odd considering everybody elses is health, damage or healing, which is also what the blue post said. palas seem to have armor too but its still quite odd.
Last edited by mmoc982b0e8df8; 2016-06-14 at 11:19 PM.
Well the paladin one is also Armor atm.
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They might not be looking for 1:1 parity in that department. Maybe they think the extra armor fits thematically better with the shield tanks. I can only guess.
Is execute back for protection warriors? I notice the Death Sentence (execute causes you to charge to your target) pvp talent for prot warriors in the talent calculator.
My understanding was that these are two separate things. Every time you spend points on an artifact trait, you passively gain stamina, and once you've filled out the whole tree you can put additional points into Unbreakable Bulwark.
Someone would have to test it, though, to be sure.
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I don't see it in the PvP Talent Tree on Wowhead. I would imagine it's been removed, though I don't really keep up with PvP.
http://legion.wowhead.com/talent-pvp/warrior/protection
It is in the arms and fury trees, though.
I've said it before and I'll say it again warriors take the hit two fold. Stamina and Armor both reduce rage gains. How is that, since Armor does not go into rage calculations? Because the RPDT is taken after armor mitigation. IF you gain 5% more armor mitigation it is going to reduce the physical damage you take by 5% meaning the lower geared person will take more damage per swing gaining more RPDT faster even if he has the same amount of HP.
Quoted from: Themar Wow Beta forum
I didn't do a test, but I accidentally queued for normal instead of heroic a few times and I found the same issue. Seemed like I was hitting devestate a lot more in the normal and trying pool rage and things were smoother in the heroics.
Edit: This is where you might need to take off your armor when your doing lower Tier stuff cuz you take a lot less damage meaning you have to put out a LOT more rage producing attacks to make up for the rage lost from your mitigation (IP excluded of coarse as mitigation in this sense).Quoted from Omegal - MVP Wow Beta forum
I think we perform really well provided we undergear it and have rage to keep strong active mitigation up. Heck I do especially well if really getting face kicked in combined with talent to increase ignore pain by missing health and you just start building massive absorbs around yourself.
I've actually noticed as i get MORE gear i take more damage in heroic dungeons because i become more rage starved and start to fail keeping ignore pain up. I even did a test where I ran NORMAL violet hold after heroic and found it MORE difficult to stay alive than in heroic, because i was so ridiculously rage starved from gear. the concern for rage from damage taken is real.
Last edited by Valkaneer; 2016-06-15 at 12:49 AM.
Well gg Blizzard another build, and all Protection Warriors see is a change to Focused Rage... which is simply a change from Focused Rage dealing damage equal to 165% of our attack power to it now increasing our damage by 50% per use... which means more or less it will be no more beneficial to us then it was before. What it boils down to is... we saw yet again no useful tuning changes at all to us. I think sadly we can at least for the most parts guys... say that we can agree they no longer care what we have to say... if they ever cared at all what we thought in regards to our major issues such as RFDT, and how that impacts us as we gear.
Last edited by Drkreven; 2016-06-15 at 12:59 AM.
I think the change to FR is a boring change to a boring ability. What I thought could have been an interesting twist to this (since FR stacks) was to make the stacks multiplicative instead of additive.
As the ability works now:
1 FR: +50%
2 FR: +100%
3 FR: +150%
In effect this means that if your Shield Slam damage has a base of 100 that your increases would be like this
1 FR: 150 DMG
2 FR: 200 DMG
3 FR: 250 DMG
If they instead lowered the DMG increase of FR to 45% and made it multiplicative (so we are rewarded for stacking FR) it would be a much more fun ability. It would look something like this (damage of Shield Slam is still 100).
1 FR: 145 DMG (100*1.45)
2 FR: 210 DMG (100*1.45*1.45)
3 FR: 305 DMG (100*1.45*1.45*1.45)
This model would make your average 1 FR stack Shield Slam do less damage, but once you start building up stacks you get more bang for your buck. It would reward clever play, it would make off tanking much more enjoyable since you would be able to consistently gett 3 stacks because you dont have to use AM, thus make your dps higher. Obviously the numbers would have to be tweaked a bit, but I think this model is way cooler, and makes FR not just a fucking boring version of Heroic Strike.
Unrelated I also made a post on the feedback thread quoting Celestalon in a post Aggromat showed me a few pages back. I thought it was interesting that their official philosophy that was shared with us a while back doesn't even come close to showing in their gameplay design of our class.
I'm sure you think this is an acceptable answer. It still isn't. It still completely misses the point.
There should be no loss to offset in the first place.
RFDT is still a stupid mechanic that was removed a while ago for good reason. It smacks of change for the sake of change, and more importantly, change for the sake of change nobody asked for, wanted, or likes. Removing control of the majority of our only resource is stupid, and their inability to say even a single line even once regarding the decision to add this is highly disrespectful.
And you're still wrong about the self-healing. Whether or not the numbers go down is irrelevant. Healing based on damage done is not in any way similar to future damage prevention based on past damage done. The comparison is somewhere between naive and insulting.