From the normal rotation I posted: 249.2k dps, 60.5k dtps, 39.7k tmi
From the normal rotation you posted: 248.8k dps, 58.5k dtps, 11.9k tmi
Alternate normal rotation below: 261.7k dps, 61.6 dtps, 12.2k tmi
The dps jump is from removing the conditional from Thunder Clap and using it on cooldown. Only effective if you are using the RP glyph (as you are).
It is important to note that the number of iterations you choose to run will have a great impact on your TMI. Many runs at low iterations (1,000) will see a TMI that jumps around a fair bit but is most likely lower. High iteration count (50,000) will generate much more similar TMI numbers across runs but will be higher.Code:actions.normal_rotation=/heroic_strike,if=buff.ultimatum.up actions.normal_rotation+=/shield_block actions.normal_rotation+=/shield_barrier,if=incoming_damage_1500ms>health.max*0.3|rage>rage.max-20 actions.normal_rotation+=/shield_slam actions.normal_rotation+=/revenge actions.normal_rotation+=/battle_shout,if=rage<=rage.max-20 actions.normal_rotation+=/thunder_clap actions.normal_rotation+=/demoralizing_shout actions.normal_rotation+=/impending_victory,if=talent.impending_victory.enabled actions.normal_rotation+=/victory_rush,if=!talent.impending_victory.enabled actions.normal_rotation+=/devastate
Quoting Theck from comments in his blog:
To put it another way: because TMI is exponential, it is heavily dominated by the top 5-10 events in an iteration. So what you’ll find is that if an event is large but rare, it will only show up in some iterations and not others. That’s why the TMI breakdown plot tends to have a fairly large range. There are a few iterations that permit really big spikes, and those significantly bring up the average TMI.
Last edited by Tehpounderer; 2013-09-24 at 03:33 PM.
Lower the TMI and keeping the dps was my goal.
And your TMI went down from 39.7k to 11.9k.
Sure, it looks better than it is, because of the exponential nature of TMI.
But I think it is better than the standard APL.
And yes, you are right.
I have tested with the RP glyph.
Code:# Executed before combat begins. Accepts non-harmful actions only. actions.precombat=flask,type=earth actions.precombat+=/food,type=chun_tian_spring_rolls actions.precombat+=/snapshot_stats actions.precombat+=/stance,choose=defensive actions.precombat+=/battle_shout # Executed every time the actor is available. actions=auto_attack actions+=/heroic_strike,if=buff.ultimatum.up|buff.glyph_incite.up actions+=/berserker_rage,if=buff.enrage.down&rage<=rage.max-10 actions+=/shield_block actions+=/shield_barrier,if=incoming_damage_1500ms>health.max*0.3|rage>rage.max-20 actions+=/shield_wall,if=incoming_damage_2500ms>health.max*0.6 actions+=/last_stand,if=incoming_damage_2500ms>health.max*0.6&buff.shield_wall.down actions+=/mountains_potion,if=incoming_damage_2500ms>health.max*0.6&(buff.shield_wall.down&buff.last_stand.down) actions+=/run_action_list,name=dps_cds,if=buff.vengeance.value>health.max*0.20 actions+=/run_action_list,name=normal_rotation actions.normal_rotation=/shield_slam actions.normal_rotation+=/revenge actions.normal_rotation+=/battle_shout,if=rage<=rage.max-20 actions.normal_rotation+=/thunder_clap actions.normal_rotation+=/demoralizing_shout actions.normal_rotation+=/impending_victory,if=talent.impending_victory.enabled actions.normal_rotation+=/victory_rush,if=!talent.impending_victory.enabled actions.normal_rotation+=/devastate actions.dps_cds=/avatar,if=talent.avatar.enabled actions.dps_cds+=/bloodbath,if=talent.bloodbath.enabled actions.dps_cds+=/blood_fury,if=race.orc actions.dps_cds+=/berserking,if=race.troll actions.dps_cds+=/dragon_roar,if=talent.dragon_roar.enabled actions.dps_cds+=/shattering_throw actions.dps_cds+=/skull_banner actions.dps_cds+=/recklessness actions.dps_cds+=/storm_bolt,if=talent.storm_bolt.enabled actions.dps_cds+=/run_action_list,name=normal_rotation
Hello Warrior Friends,
Been a busy week just catching up reading in this thread. Couple of things that caught my eye among all the Prot Warr loving of crit and riposte and fun and more fun (and they are fun).
This I 110% agree with and couldn't put better, everything works, and if you can play what you like without risk, play it.You have the top prot warriors in the world (based on guild ranking) going mastery and some going riposte.
Then you have Slootbag saying he is focusing on a Crit/mastery.
Then you have all (that I have seen) of the 25 Heroic tanks on these forums saying Riposte.
There is no wrong answer. It's just what works for you. I love the playstyle of Riposte and at the moment it isn't hurting my raid.
I was probably one of the original people to do this and biggest abuser, did it back on PTR. In fact, the healing cloak for Prot Pally too was ridiculous. I had to turn myself in eventually75% reduction for DPS cloak to proc for tanks (I know some of you wont be happy about this but I have been wanting them to make it so we cant even use the DPS cloak)
As a buzz of confidence towards the Warrior class, I swapped to my Warrior from Paladin for our 25H blackfuse kill and killed it with that. Don't tell the Pally community though, they'll be mad at me It was for a few reasons, I can't really share them now though. The take home point being, that Warrs are excellent at the moment both with survivability and DPS output. Rejoice more! And yes, I used my usual build that I always advocate, Mastery/Crit, but of course, anything would work (I will mentioned there is actually a tank DPS check, along with the normal DPS check on that fight).
Happy to see this forum is constantly buzzing!
Thanks for checking in slootbag! Happy hunting!
Were there any other fights you felt warrior tanks superiour to pally?
Youtube Chan : http://www.youtube.com/user/eqbobyboucher
Armory : http://us.battle.net/wow/en/characte...Odina/advanced
- There is no pre pot
- Most tanks will use mogu power potion (even if TMI is higher).
- I never use Victory Rush as a standard rotation (and even not talent it)
- Thunder clap should only used on cooldown when glyphed (don’t think it’s standard)
- Ultimatum HS, Shield Block, Barrier, Berserker Rage into normal action list for better visualisation ?!?
- Second Mogu Pot into action.dps_cds
The better the standard APL is, the better we can compare results.
I searched this thread and found several references to the interaction of crit blocks with the 2pc bonus and couldn't find a clear answer on if the heal you get from blocking can crit. Also, just out of curiosity, does your crit banner effect the amount of dmg blocked with a critical block? Anyone good with logs that can lead me in the right direction for finding the answer myself?
On a side note, you would think the all powerfull leader of the Kirin Tor would have figured out how to target her blizzard......
Last edited by Clampy; 2013-09-25 at 01:14 PM.
I could on PTR for very sweet amount with Amplify Trinket but on Live I'm not getting a single crit heal from it.
Sco had to sit out on Paragons of Klaxxi. They two-tanked it with pally/monk. :sadface:
Last night was my first raid with the 2-set and it is not even close to how it was on PTR. I'm really disappointed.
Only 1.4 mil healing over the course of a 9:34 Heroic Protector fight in which I am tanking something 100% of the fight.
- - - Updated - - -
Hmm. 1.4m does indeed sound low. Maybe with so much avoidance the actual blocking part does not come into play.
Enemy Miss > Player Parry > Player Dodge > Player Block > Hit
Is the healing without overheal? Otherwise you would have blocked 4.6m damage over the course of the fight.
Maybe alot of the healing goes down the drain to overheal? The only thing that seems to have changed is that the heal cannot crit anymore.
If you got alot of absorb sources (pally, disc etc.) it may cause alot of overheal.
Hi fellow Prot Warriors! First time poster, long time lurker.
First of all, thanks to everyone contributing to this thread. There has been some great resources posted!
I have a few quick questions regarding the switch from mastery to parry/dodge:
1. Looking on AMR if I was to reforge/gem/enchant to a parry/dodge build. I stand to lose approx 10% mastery and only gain 2.5% parry and 1.5% dodge. The way I look at it, this doesn't seem much of a difference. Is it worth waiting till I get a bit more dodge/parry gear before switching, or will I notice that difference? My intentions were, to keep stacking mastery until I get 2pc bonus then make the switch. What are you thoughts?
2. If you are using an avoidance build. Do you only use shield barrier, even on strong melee damage intake?
3. I saw people mentioned that the avoidance build required less rage control and was more forgiving for people that slacked using a mastery build, are people finding this to be true now that the patch is live and you have had time to test it? I have noticed my rage control/cool down usage is no where near what it should be. I think I'm struggling managing that as well as raid leading so avoidance could relieve some of the pressure.
Thank-you in advanced!
Honestly not sure if that total healing counts overhealing or not. If it does then something is way wrong because 1.4 mil is less then 30% of my Shield Barrier absorbs alone not to mention blocks...
*: It seems that some Klaxxi (at least Skeer) don't grant you Riposte when you parry/dodge their attack. Don't know if it has been fixed, though.