The 6 is a 3!
Been thinking about ursa major.. i really like it, i mean its the only ability outside of haste/crit that has a definite effect on our survival of tank-killer moves... however it doesnt reduce damage.
They should change it so when you multistrike, you gain 2% more armor and 3% more hp, so it's still a EH increase, but it also provides a bonus to our damage mitigation.. and doesnt make us absolutely overpowered against magical damage.
At any rate, i really hope haste/multistrike will become our best stat combo.. they synergize with eachother and the thought of a massive health pool makes me droll.
I will still be surprised if the DPS is "competitive" with arms or fury - which is to say competitive with other classes because *if* that is the case then all warriors will just go prot - one set of gear (and more importantly, only one set of weapons and/or trinkets) will be necessary making gearing up way easier.@JalopyWoW Gladiator Stance will be tuned as a DPS. It will not be able to tank much more than an Arms warrior can (ie, not much).
Kind of hoping they change Ursa Major, but I could be totally wrong about it's value and maybe it will be powerful as it is.
I don't think ursa major can be really called random, you can expect a bare minimum from it and just bathe in the power when it procs a lot... with a slight amount of multistrike it will never fall off. You can easily expect a 50% haste gcd cap and 100%~ multistrike for the final tier.. thats going to be an epic amount of health.
I just wanted to add a damage reduction component to make it more attractive, high armor/DR is also bear-ish, i thought it'd be a better design, as long as mastery is the superior overall damage reduction.
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On any non-magic fight, we will see lots of dodge and partial absorbs aka block but ours is better cause we will end up "blocking" a lot more often than a war/pally will.
With them nerfing Ursa Major down to 2% so far, i think we would be better off gearing for haste and mastery over multistrike (I'm sure people can math out how much we need to make sure it wont fall off). We can always swap in double stam trinkets if we need the HP boost for some reason. I would rather reduce my over all melee damage taken on all fights rather than to more or less stam stack for all fights. Ursa Major is more or less a way for us to stam stack during combat
Paladins, with perks/talents, will have something like over a baseline 50% chance to block, with more block chance as they get more mastery. They block for 30% of damage baseline. They also have SotR for reducing that damage further.
Warriors, while they will only have ~25% baseline chance to block, use their AM to boost it up to 100% chance to block with 33% uptime (or an extra 33% chance to block on average, meaning that warriors will block, on average, over 50% of the time). However, they also have crit block, which scales quickly with mastery and causes them to sometimes block for 60% of the damage. This means that warriors can use mastery to both boost their average block chance up, and their overall block amount up.
So, we will NOT end up "blocking" a lot more often then war/pallies, and will probs end up "blocking" less overall. However, we WILL "avoid" alot more often then war/pallies will, so it averages out to be the same.
Ursa Major change is actually a very significant buff, for 3 reasons. A) It lasts twice as long, so it will roll longer. Essentially, instead of keeping 5% health for 15 seconds, then loosing that 5% at the end of the 15 seconds, its 2% health for 30 seconds. This will make our HP more "steady". It also allows for a higher stacking potential. B) Lacerate TICK multistrikes can now proc it, giving us much more frequent procs. C) You can lacerate on multiple targets, allowing for even MORE proc chances. By my guesstimation, this will allow for about 30% more health on single target fights compared to previous version, with increasing amounts of health as you add more targets to the druid.
There are two sides to how Ursa Major could be balanced for Guardians. One side is that we will not be balanced around the assumption of having any +hp% rolling... the other side is that we are balanced around having +hp% up. If we are balanced assuming no uptime, it's really just eye candy and not necessary for our survival (for early tiers, this makes the most sense). If we are balanced assuming some level of uptime, Ursa Major could have a profound impact on our gameplay (for the last tier, this may be feasible... horrid for the early ones).
I had this quirky idea the more I thought about Ursa Major and potential scaling through an expansion, and I could *almost* see how Blizz could use the ability to allow raids to scale faster as the expansion rolls out... more of an exponential curse versus a linear one. Some of the reasons why this raid design methodology hasn't been feasible in the past is because Guardians' active mitigation has had an artificial upper cap on survival: our passive effective health. Since our active mitigation hasn't reduced X% of incoming damage, we've relied upon our major CD's and our EH where other tanks just use active mitigation in many cases (hence the typical rebalancing of tanks every major raid release). If Blizz can safely assume a baseline amount of +hp% increase on a Guardian for an encounter, they've successfully found another method to have our EH increase dynamically in an encounter, allowing Guardians to scale better with content. Granted it's still passive and not guaranteed, it still has potential (I would've killed for it on some heroic SoO content).
All in all, I'm sort of torn whether I want Guardians to be balanced around a certain amount of uptime on Ursa Major or not. The "OP Bear!" side of me doesn't want to be balanced around it, the "Let's make this exciting!" does. It's probably safer to go the route of the former, though. My thoughts parallel somewhat with the proposed Guardian mastery, as well.
I'm glad for the rage changes to Mangle, Lacerate, and Pulverize. It means Pulverize > Mangle > Thrash DoT > Lacerate always.
Also, you have to consider the other tanks. ATM, only BrM and DKs are getting a health boost next expansion- BrM gets 20% additional stamina, and DKs are getting something similar to our Ursa Major- Death Coil provides 5% extra health for 30 seconds, rolling (its a new perk replacing the old Rune Strike perk). So if we ARE balanced around scary bursts, WArriors/Paladins are currently screwed. Judging from the MS component of the other 4 tanks, though, tank damage is going to be steady, not bursty, as all other MS components help healers.
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I think they are fine with crit having a lower priority that other stats. It's not a bad stat, but it's not as good as other stats, which is the idea they are going after.
It's still hands-down better than Crit, which is the only stat comparison you can make really.Yea, it was pretty much predicted, numbers WAY to high. Haste's value should fall as well (Haste was way too good for bears next expansion). Pitty that nothing was done to help boost Crit up though.
Yeah. Yeah it is.It's not a bad stat
You have 7 GCDs every 10 seconds completely naked.Why wouldn't you? Seems to be plenty of GCDs to me.
4 of those are taken up by Lacerate / Pulverize. ~2.5 of them are taken up by Mangle (give or take). That last fractional GCD is better spent on Lacerate since it (a) can proc a new Mangle, and (b) pushes the next Pulverize forward which increases RPS.
If you have more than 1 target, maintaining Thrash should totally be prioritized above Mangle though.