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4-05-2010 @ 10:10PM
It sounds good, in theory at least, but I remain hopeful it will be a change for the better.
4-05-2010 @ 10:45PM
I'm thinking they're gonna give warriors ways of hurting themselves or something.I wouldn't mind seing the warrior class turn into frenzied SM people that hurt themselves in order to produce rage, so long as it doesn't become a ball & chain to healers *cough*warlocks*cough*"New Skill: Emo Cut"
4-05-2010 @ 10:51PM
Bloodrage without the glyph costs health, not the same thing I know but practically a ability similar to lifetap for warriors would not be all that practical, besides warriors are used to getting hurt anyway.
4-06-2010 @ 12:15AM
@Elmouth:Warriors already hurt themselves way too much. No other class in the game has built-in cooldowns they are balanced around which cause them to take up to 25% increased damage for a lengthy period of time. I'm talking about Recklessness and Death Wish, of course. Any half-decent warrior will be popping these early, often, and concurrently as much as possible. Death Wish makes some sense - 5% extra damage taken, 20% increased damage dealt while active - but Recklessness is crazy out of bounds. Three guaranteed yellow crits, but at the cost of 20% additional damage for 12 seconds?! These were OK back in Naxx days where the only things that could kill you were due to your own stupidity, but now where seemingly everything has a pulse AoE component, a skilled DPS warrior is going to take more healing than just about anyone in the raid save the tanks. The only reason this isn't a huge problem is because we have a lot of HP raid- and ICC-buffed. The fact that we end up taking additional damage and thus require closer/more healer attention stands.Contrast with a class like a shadow priest which can not only keep themselves up while doing competitive DPS but also help heal their party. If you have a heal-sensitive fight, which starts to look like a liability in your raid?
4-06-2010 @ 12:26AM
Just did the math on the multiplicative increase in damage taken when you pop both of those with Zerker stance active. 1.05*1.05*1.2 = 1.323, or 32.3% increased damage taken. On heroic BQL, if for some reason you aren't bitten rather early on and you pop these... and then get Pact of the Darkfallen... I fear for your survival. On Lich King heroic, this can make Infest unhealable unless you're damn careful to time it right after one. Don't even get me started on Festergut's Pungent Blight or Rotface's Mutated Injection doing 32% increased damage with a +75% MS on hardmode. Some of those are avoidable, (LK, Fester) some are totally RNG (Pact, Mutated Injection). The point stands; no other DPS class basically makes their OWN fires to stand in if they want to do maximum damage. At minimum, Recklessness needs to be redesigned.
4-06-2010 @ 1:49AM
@ElmouthSounds a lot like Penance to me. His powers are fueled by his pain which makes him possibly the most emo hero of all time. http://marvel.com/universe/Penance_(Robert_Baldwin)
4-06-2010 @ 7:27AM
@JoshYour maths is a little flawed. 5% reduced armor does not equal 5% more damage taken. Especially because of the way that armor scales it's probably closer to 1 or 2%, but that's still pretty moot anyway because most of those effects you listed are spells which negate armor anyway.The game also somewhat balances the 26% increased damage a warrior might take by the fact that their health pool is quite a lot higher than the other melee such as Rogues or Shaman. Unbuffed a warrior with a similar gear level to my Rogue has 30,000 health whilst my Rogue has 23,500. (or put another way Warriors have roughly 25% more health than Rogues).Now if in Cataclysm Blizzard do even out healthpools then this design will need to change.
4-06-2010 @ 7:33AM
Ack, wait, I'm an idiot. When you said Zerker I instantly thought of the berserking enchant so yeah, that was stupid of me, apologies.My point about the 25% increased health pools the rest of the time does still count for something though.
4-06-2010 @ 1:38PM
DKs have the same health pools as warriors, though, and not only do their dps cooldowns not penalize them with taking extra damage, they have damage mitigation cooldowns that are off the global cooldown and thus can be used with no dps penalty whatsoever. In fact, a well-timed Anti-Magic can not only reduce the damage you take but provide you with extra potential dps by giving you more runic power.Ret Pallies also have the same health pools as dps warriors, and have divine protection available as a damage mitigation cooldown which doesn't need to hurt their dps if avenging wrath is timed properly. In addition, they can pop an instant flash on themselves if art of war is procced and exorcism is on cooldown, and ret pallies are not GCD-bound usually.Rogues do have lower hp, however with proper use of Feint or Cloak of Shadows they can mitigate some damage, at a very small cost to their dps. Enhancement shamans also have Shamanistic Rage to reduce incoming damage.The only damage reduction a dps warrior has access to that I can remember is Shield Wall, which would require them to equip a shield, change stance, use the ability, then change stance again and back to their dps weapon, *and* it's on a 5-minute cooldown, far longer than the damage mitigation abilities available to other classes.
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