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Forum post of the Day: Tank shortage {WoW}

Mar 7th 2008 8:43AM "True it's pretty expensive to switch back and forth from prot to DPS and back regularly, but thanks to daily quests money is not nearly as short as it once was. Just make sure you do your grinding before you spec to prot."

So tanks just need to do their chores first so you can have someone keeping you alive while you pew pew? DPS almost never have to respec unless they insist on extreme pvp/pve minmaxing (and even if they don't it's much easier to find a spec that's good at both), but tanks have to respec if they want to tank and then later pvp effectively. Even if gold is easy to come by, why should tanks be forced to grind more of it if they want to enjoy all aspects of the game?

Blizz's stubbornness with respec costs is ruining the game for tanks. They say they want everyone to participate in all aspects of the game, but then they make tanks do extra work if they want to do that. If they gave everyone 2 specs to switch between at a trainer for free then all of this game's problems would be solved over night. You'd never have trouble finding a tank or a healer again. Most level 70's who can tank or heal have 2 sets of gear already.

Blizz argues that your talents make your character unique and that choosing them should feel like an important decision, but the reality is everyone is using the same cookie-cutter builds. There's nothing unique or special about them. Their insistence on clinging to this flawed argument and not letting us switch freely between 2 specs is preventing people from playing together in groups, which is supposed to be what this game is all about.

The Care and Feeding of Warriors: What the heck just happened? {WoW}

Oct 12th 2007 1:36PM @10/12 Stuff like that is why I think this is a good change. The flexibility is great. What about something like this:

http://www.wowhead.com/?talent=LV0xdNbqM0dbZVZf0tchhz

You could be a survival based pvp warrior using a 2H in Defensive Stance, switching stances as needed. That build would be very annoying in an arena. It's probably not as good as the cookie-cutter due to lack of rage, but still interesting to try. You could also tank an instance with that build in the right gear.

I don't know how it will all shake out, but I'm excited to experiment a little.

The Care and Feeding of Warriors: What the heck just happened? {WoW}

Oct 12th 2007 12:36PM I just posted this in the general class change comments but it makes more sense here:

There are some minor situational nerfs to warriors here depending on your spec, but overall I think these make sense. Losing Deathwish for fury warriors will cost a little bit of single target dps on boss fights, but gaining 10% less threat and having both weapons strike on a WW will make up for that 10-fold. WW strikes multiple targets, but it's still an instant weapon damage attack that all fury warriors use against single targets as well. Having our off-hand strike that target will significantly increase our dps. Gaining Sweeping Strikes just makes us that much more useful on aoe packs (I'm assuming it can now be cast in Berserker Stance), and we don't have to mess with switching to a 2H.

On the arms side, all pvp warriors forgo Endless Rage because they've had to go deep into the fury tree to get Deathwish and Imp Intercept, and now that changes. Deathwish was useful in pve, but it's essential in pvp for the fear immunity. Now arms warriors can go all the way down the tree to get Endless Rage and have a lot more flexibility with the remainder of their points. They can do 20 in fury to get Enrage, or they can experiment with points in protection and get Last Stand, which can be a game-breaker in pvp.

As for the disarm nerf, let's try and remember that warriors are one of the few classes that can actually disarm, so start making use of it. When you get disarmed yourself just slap on a shield, refresh your shouts or throw down a Thunderclap, and move on. It'll only be a minor inconvenience.

The only downside to this (if you can call it that) is now dual-wield fury is clearly the best pve dps spec. I know a lot of warriors like doing pve dps with a 2H MS/Imp Slam build, but with buffed dual-wield WW's and 10% less threat for going all the way down the fury tree, I think that's clearly a better pve spec now. It still might be worth it to have 1 warrior in the raid use a 2H build for Blood Frenzy, but that warrior's own numbers will suffer compared to an equally geared dual-wielder.

Updated Patch 2.3 Test notes with more class changes {WoW}

Oct 12th 2007 11:41AM There are some minor situational nerfs to warriors here depending on your spec, but overall I think these make sense. Losing Deathwish for fury warriors will cost a little bit of single target dps on boss fights, but gaining 10% less threat and having both weapons strike on a WW will make up for that 10-fold. WW strikes multiple targets, but it's still an instant weapon damage attack that all fury warriors use against single targets as well. Having our off-hand strike that target will significantly increase our dps. Gaining Sweeping Strikes just makes us that much more useful on aoe packs (I'm assuming it can now be cast in Berserker Stance), and we don't have to mess with switching to a 2H.

On the arms side, all pvp warriors forgo Endless Rage because they've had to go deep into the fury tree to get Deathwish and Imp Intercept, and now that changes. Deathwish was useful in pve, but it's essential in pvp for the fear immunity. Now arms warriors can go all the way down the tree to get Endless Rage and have a lot more flexibility with the remainder of their points. They can do 20 in fury to get Enrage, or they can experiment with points in protection and get Last Stand, which can be a game-breaker in pvp.

As for the disarm nerf, let's try and remember that warriors are one of the few classes that can actually disarm, so start making use of it. When you get disarmed yourself just slap on a shield, refresh your shouts or throw down a Thunderclap, and move on. It'll only be a minor inconvenience.

The only downside to this (if you can call it that) is now dual-wield fury is clearly the best pve dps spec. I know a lot of warriors like doing pve dps with a 2H MS/Imp Slam build, but with buffed dual-wield WW's and 10% less threat for going all the way down the fury tree, I think that's clearly a better pve spec now. It still might be worth it to have 1 warrior in the raid use a 2H build for Blood Frenzy, but that warrior's own numbers will suffer compared to an equally geared dual-wielder.

The Care and Feeding of Warriors: The Furious Ones {WoW}

Aug 31st 2007 4:16PM @19 - You're right, most of a fury warriors damage comes from white damage, not special attacks, but increasing your strength and crit % makes both your white hits and your special attacks do more damage. Hit only ups the white damage. You'll have a few more misses, but every attack you land (regular or special) will be bigger and crit more often.

Nobody is saying don't go after +hit, it's very important, just don't go after it at all costs. Don't stack it in every single gem slot, and don't use a level 68 blue item with +hit over a kara epic with +strength and +crit. That's a mistake a lot of new fury warriors make.

The Care and Feeding of Warriors: The Furious Ones {WoW}

Aug 31st 2007 11:17AM Hit rating in general is a good stat for fury warriors, but it's a myth that you need to stack it at the expense of other stats. Arg is correct, you only MUST stack hit rating until you have enough that your yellow attacks will not miss against a boss. That number is around 95 and is very easy to attain at 70. It is also a myth that increasing your hit rating will cause you to crit more and be able to keep Flurry and Rampage up easier. Crits and misses occupy two seperate spaces on the attack table, and reducing your chance to miss via hit rating will only increase your normal hits, not your crits. You will eventually get 200+ hit rating as you progress via normal gear upgrades, but you shouldn't necessarily stack it via gems or use inferior gear just becuase it has +hit on it.

Here's one of the best fury guides I've found to date with more info, including the Heroic Strike v. Cleave debate:

http://www.tankspot.com/forums/theory-articles-guides/32361-dw-fury-guide.html

Why Azeroth is a no flying (mount) zone {WoW}

Nov 14th 2006 11:44AM Can anyone address the ground speed of both the regular and epic flying mounts? When traveling on land in Azeroth will the new mounts be faster or the same as current epic mounts? I'm mainly interested as it relates to the battlegrounds. I understand making new content in Outland that requires a flying mount, but it'd be a shame to force players to spend that much gold just to remain competitive in existing battlegrounds. Being able to move faster in AB and AV is the whole reason I bought my epic in the first place.

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