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Got Haggis? 03-23-2005, 01:07 PM recharge time for talents is much better now
the increased rage generation is awesome...i couldn't believe what a difference it made now.
i approve.
Feannag 03-23-2005, 01:17 PM Oh snap, really? I'll have to test it out later when I get home from work. I didn't think they did that much to Warriors, but I saw they increased training costs. Oh, and now all the misses are now a combination of dodges, parries, and blocks....
floorpunching 03-24-2005, 01:29 AM these changes are gigantic. It looks like simple cosmetic changes on paper, but they're such a huge deal.
-MT-Stealth 03-24-2005, 01:32 AM i don't get the increased cost though... warriors are all about having good equipment. Good equipment == $$$ , so why increase our training cost?
Feannag 03-24-2005, 01:35 AM i don't get the increased cost though... warriors are all about having good equipment. Good equipment == $$$ , so why increase our training cost?
Yeah I was kinda pissed about that too. Though the misses are down a little, most of them are translating into blocks and parries which really doesn't help. But I did notice a HUGE difference in rage generation. Before it took me a while to get five Sunder Armor hits on one mob (900 armor off) but now I can snap them off pretty quick, especially with bloodrage and the talent that reduces it's health cost.
Finally some Warrior lovin'.
floorpunching 03-24-2005, 01:38 AM Yeah I was kinda pissed about that too. Though the misses are down a little, most of them are translating into blocks and parries which really doesn't help.
actually it helps a lot. Instead of getting dicked on misses where you get jack as far as rage and reactionaries this translates to more chances to use overpower, the shitty (unless talented) equivelant in def. stance etc. Also in the future they alluded to gaining small amounts of rage on blocked and parried attacks so this is actually a pretty good improvement.
StreakinMe 03-24-2005, 08:35 AM Yeah I was kinda pissed about that too. Though the misses are down a little, most of them are translating into blocks and parries which really doesn't help. But I did notice a HUGE difference in rage generation. Before it took me a while to get five Sunder Armor hits on one mob (900 armor off) but now I can snap them off pretty quick, especially with bloodrage and the talent that reduces it's health cost.
Finally some Warrior lovin'.
Fixed a bug where rage was not being generated when normal melee attacks were parried, dodged, and blocked
It does make a difference now since you get rage for almost every attack, though it's not a whole lot. That's probably why you noticed the difference in rage generation.
The main changes that put the class back up to "not gimped" status are the overpower firing on special attack dodges (this is amazing really), Execute not taking all your rage for a miss, sweeping strikes now firing more reliably (meaning you can spam the hell out of it's bug), battleshout basically having it's rage cost reduced, and bloodrage not taking so much life when you use it.
With those changes put in warriors are back up to full on killers in PvP. We rape rogues even worse now since before they had to dodge our normal attacks for overpower to fire, now if they dodge anything they're dead. Battleshout no longer takes out a shitload of rage so you can use it in the beginning of a fight when you really need to, sweeping strikes is self explanitory, and bloodrage is actually a viable choice in PvP now, since it doesn't take much health to use.
Hell I try and pick fights with 2 people at a time just so I can exploit the sweeping strikes bug. If I'm grouped with a paladin or priest when the fight starts forget about it, I'll take down both guys in just a few hits easy.
-edit-
Forgot to mention that the change to potions (can no longer be dispelled by shaman) means that I use pretty much everything I make in alchemy now, which buffs up warriors even more. Amazing differences to warriors.
Are they fixed? Not quite yet. Are they a ton better than they were? Yes.
i never had a prob gaining rage, but the new patch seems cool still. *shrugs*
SirLaggalot 03-24-2005, 10:44 AM -edit-
Forgot to mention that the change to potions (can no longer be dispelled by shaman) means that I use pretty much everything I make in alchemy now, which buffs up warriors even more. Amazing differences to warriors.
Are they fixed? Not quite yet. Are they a ton better than they were? Yes.
This is what I saw in the patch notes: "The effects of flasks and elixirs are no longer dispellable. This should make their use more compelling in PvP situations. "
Are you sure this applies to potions as well? Sure would be nice. I always have frost/fire/nature prot. potions. The only time they have been useful is if the shaman doesnt purge right away. That usually lets me avoid at least some of the damage until they see the resist and cast purge.
I love improved hamstring against shamans, though. Most just aren't used to having to actually fight. Just spam fs, fs, fs. lol
Thought the "bug fix" to allow rage generation on blocks, dodges and parries was in this patch?
<looking>
Warrior
Training costs adjusted. Total training cost was slightly increased.
Battle Shout - Rage cost reduced.
Bloodrage - Health cost reduced.
Heroic Strike - Damage increased.
Parry - Moved to level 6.
Thunder Clap - Now causes Physical damage instead of Nature damage; damage increased; duration increased with each new rank. Improved Sunder Armor - Now decreases rage cost by 1/1/1. Improved Thunder Clap - Now decreases rage cost by 1/1/2.
Execute - Full rage is no longer consumed when the ability does not hit.
Overpower - Should now be usable when a special attack is dodged.
Fixed a bug where rage was not being generated when normal melee attacks were parried, dodged, and blocked.
Charge has been improved so it will work through doorways and won't path you through an entire dungeon.
Sweeping Strikes bug fixed. It will hit more reliably and show up in combat log correctly.
Added a visual to Sword Specialization "proc" that will now show up in the combat log as well.
yeah -
anyway it seemed a lot better last night, I approve.
-M
Feannag 03-24-2005, 03:07 PM actually it helps a lot. Instead of getting dicked on misses where you get jack as far as rage and reactionaries this translates to more chances to use overpower, the shitty (unless talented) equivelant in def. stance etc. Also in the future they alluded to gaining small amounts of rage on blocked and parried attacks so this is actually a pretty good improvement.
Yeah that would be REvenge, but the talent to improve makes it a little better, I think 60% chance to stun at rank 3.
Clintooo 03-24-2005, 03:55 PM Thought the "bug fix" to allow rage generation on blocks, dodges and parries was in this patch?
<looking>
Warrior
Training costs adjusted. Total training cost was slightly increased.
Battle Shout - Rage cost reduced.
Bloodrage - Health cost reduced.
Heroic Strike - Damage increased.
Parry - Moved to level 6.
Thunder Clap - Now causes Physical damage instead of Nature damage; damage increased; duration increased with each new rank. Improved Sunder Armor - Now decreases rage cost by 1/1/1. Improved Thunder Clap - Now decreases rage cost by 1/1/2.
Execute - Full rage is no longer consumed when the ability does not hit.
Overpower - Should now be usable when a special attack is dodged.
Fixed a bug where rage was not being generated when normal melee attacks were parried, dodged, and blocked.
Charge has been improved so it will work through doorways and won't path you through an entire dungeon.
Sweeping Strikes bug fixed. It will hit more reliably and show up in combat log correctly.
Added a visual to Sword Specialization "proc" that will now show up in the combat log as well.
yeah -
anyway it seemed a lot better last night, I approve.
-M
dur?
i hear a lot of positives about this, didnt have a chance to hop onto my almost 36 warrior alt to try it out yet.
StreakinMe 03-25-2005, 08:54 AM This is what I saw in the patch notes: "The effects of flasks and elixirs are no longer dispellable. This should make their use more compelling in PvP situations. "
Are you sure this applies to potions as well? Sure would be nice. I always have frost/fire/nature prot. potions. The only time they have been useful is if the shaman doesnt purge right away. That usually lets me avoid at least some of the damage until they see the resist and cast purge.
I love improved hamstring against shamans, though. Most just aren't used to having to actually fight. Just spam fs, fs, fs. lol
Yep it works with all potions. It used to be I'd be going along my merry way when all of a sudden my buffs would start disappearing 2 by 2, then some dick shaman would wave at me and ride off. It pissed me off to no end that all that time spent gathering herbs to make the potions was worth absolutely nothing when all some dickhead shaman had to do was cast one little spell to strip em away.
Ciceron 03-25-2005, 09:55 AM I'm hearing Sweeping Strikes + Cleave combo is awesome.
This is an unintended bug that they are leaving in ATM to see if it really needs fixing. I dunno, it seems quite strong.
Violent 03-25-2005, 04:01 PM i just like charge
StreakinMe 03-26-2005, 03:35 PM I'm hearing Sweeping Strikes + Cleave combo is awesome.
This is an unintended bug that they are leaving in ATM to see if it really needs fixing. I dunno, it seems quite strong.
It's a bug that Blizzard knows about but has flat out said they're not going to fix yet because they feel it would weaken an already weak class.
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