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They are nerfing warriors again!!!!

NatoBNatoB Member Posts: 114

A sad day indeed for all warrior types like myself

 

Druids

  • The Druid Epic Flight Form is now available through a series of quests.
  • Barkskin now reduces all damage taken, with its duration reduced to 12 seconds and cooldown reduced to 1 minute. The tooltip has been adjusted to indicate this ability can be used while frozen, incapacitated, or cowering in fear. That functionality was already present, but not listed in the tooltip.
  • Bear Form and Dire Bear Form: The bonus health from shapeshifting into these forms will again be removed correctly when shifting out of these forms.
  • Bestial Wrath: The immunity granted by thtis ability now lasts the full duration of the ability. Bestial Wrath now grants immunity to Cyclone. Cyclone will no longer prevent the immunities from being granted.
  • Celestial Focus: The delay on the stun effect for Starfire has been reduced.
  • Cyclone: This ability will no longer work on hunters with The Beast Within active or hunter pets with Bestial Wrath active.
  • Feral Charge now suppresses all Slowing effects while charging the target.
  • Fixed a data error that caused Swiftmend to generate more threat than intended.
  • Force of Nature: These pets will now come into the game with full health, including that gained from a percentage of their master's stamina.
  • Gift of the Wild, ranks 1 and 2, are now available on trainers.
  • Gift of the Wild: Rank 3 of this ability now has the same range as ranks 1 and 2.
  • Improved Leader of the Pack: This ability will no longer generate threat.
  • Lacerate: The tooltip has been adjusted to indicate it does initial bleed damage when the ability first lands.
  • Lifebloom: Each additional application of this spell will now include the full bonus from effects which increase healing. The final heal, however, is still unaffected by stacking multiple applications of this spell.
  • Mangle(Bear): Damage increased by 15%, but bonus threat reduced so that overall threat generation will be unchanged.
  • Nature's Grace: This talent is now triggered by Swiftmend and Lifebloom, and is triggered by and affects Cyclone.
  • Nature's Grasp: The mana cost has been removed from all ranks as intended.
  • Omen of Clarity: This spell is no longer castable in Tree of Life Form or Moonkin Form.
  • Prowl will now be broken correctly by damage shields such as Oil of Immolation.
  • Rake: The tooltip has been adjusted to indicate the initial damage done is bleed damage. In addition, Rake can now always be re-applied, even when Mangle is active.
  • Shapeshifting will no longer remove the Rotting Putrescence creature debuff.
  • Subtlety(Restoration Talent) now applies to all spells, not just healing spells.
  • Swiftmend: This ability will now be correctly penalized for casting low rank Rejuvenations and Regrowths just as other healing spells are penalized.
  • Teleport: Moonglade: This spell is no longer castable in Tree of Life Form.
  • Tree of Life Form: The tooltip has been corrected to indicate Nature's Swiftness and Rebirth are castable in this form.

Hunters

  • A new Avoidance ability can now be taught to hunter pets. This effect reduces the damage they take from area of effect spells and abilities.
  • A new Cobra Reflexes ability can now be taught to hunter pets. This effect increases attack speed but reduces damage.
  • Arcane Shot: Casting lower ranks of Arcane Shot than your maximum rank will now reduce the bonus you receive from attack power.
  • Aspect of the Cheetah/Pack: Wand damage will again correctly daze players with this effect active.
  • Clever Traps now affects Snake Trap.
  • Entrapment (Survival): Effect duration reduced to 4 seconds and is now subject to diminishing returns in PvP.
  • Entrapment: The tooltip has been corrected to indicate it works on Snake Trap.
  • Expose Weakness: The chance for this talent to trigger has increased to 33/66/100% chance at 1/2/3 talent points.
  • Ferocious Inspiration: This ability will now trigger Kill Command correctly.
  • Flare cooldown increased to 20 seconds, and duration reduced to 20 seconds.
  • Frenzy: This talent can now trigger from Kill Command.
  • Frost Trap: This trap no longer breaks stealth from its slowing effect.
  • Go for the Throat no longer causes additional threat.
  • Hunter's Mark: This ability now becomes stronger each time the target is struck by a ranged attack.
  • Improved Hunter's Mark: Adjusted the tooltip to indicate this talent only grants melee attack power equal to the base ranged attack power on the Hunter's Mark.
  • Kill Command has been removed from the global cooldown. The shout animation has been removed.
  • Readiness: Now resets the cooldown on Misdirection.
  • Revive Pet: The tooltip has been adjusted to indicate the pet returns with a percentage of its base health. It will not get an increased percentage of the bonus health it receives from a percentage of its master's stamina.
  • Scatter Shot: This ability will now trigger Kill Command when it critically strikes.
  • Scorpid Poison: Ranks of this ability now appear in correct order in the pet training window.
  • Survival Instincts now also increase attack power by 2/4%.
  • The quest creature, Death Ravager, is no longer able to be tamed.
  • The Razorfang Ravager can now be tamed.
  • Hunter Mend Pet/Improved Mend Pet Changes:
    • Replaced the current Mend Pet channel spell with an instant cast heal over time.
    • No combat reset, resets global cooldown
    • The mana cost has been reduced and the heal value increased.
    • Duration on Heal Over Time increased to 15 seconds in 3 second increments.
    • Changed the graphic to better represent the Heal Over Time effect on the pet.
    • The Mend Pet heal over time buff is now able to be dispelled.
    • Bonus healing gear will no longer effect Mend Pet.
    • Added a 10% and 20% reduction to the mana cost of Mend Pet in Improved Mend Pet talent (Beast Mastery).

Mages

  • Added a new rank of Ice Barrier to mage trainers.
  • Arcane Brilliance, rank 1, is now available from trainers.
  • Arcane Brilliance: Rank 2 of this ability now has the same range as rank 1.
  • Arcane Missiles: Rank 3-11 will now consistently pulse 5 shots of arcane damage.
  • Arcane Missiles: This spell is now affected by Spell Haste.
  • Arcane Missiles: This spell will now obey line of sight restrictions during its entire casting.
  • Arctic Winds (Frost Talent) now also increases all Frost damage caused by 1-5%.
  • Cold Snap: The tooltip has been adjusted to indicate it only resets cooldowns caused by Frost spells. e.g.: Cold Snap will not reset the cooldown caused by Dragon's Breath.
  • Conjure Mana Emerald: This spell now triggers a global cooldown as intended.
  • Counterspell duration reduced to 8 seconds, and the cooldown reduced to 24 seconds.
  • Fixed some data errors that caused Arcane Blast, Ice Lance and Molten Armor to generate more threat than intended.
  • Frostbite effect is now subject to diminishing returns in PvP.
  • Frostbolt: Damage on rank 12 has been increased slightly to ensure it did more damage than rank 11 at all levels.
  • Ice Armor:Rank 5 will now still trigger when all damage received is prevented by a damage shield, such as Mana Shield.
  • Ice Block: This ability no longer makes mages immune to Weakened Soul from Power Word: Shield. However, using this ability now causes Hypothermia, making the mage unable to cast Ice Block again for 30 sec.
  • Impact: The delay on the stun effect has been reduced.
  • Improved Fire Ward: This talent will now work correctly with rank 6 of Fire Ward.
  • Invisibility: Clarified the tooltip on this ability to indicate any action breaks the invisibility affect.
  • Molten Armor: This ability will no longer be triggered erroneously by some non-melee attacks, such as Feral Faerie Fire. It will also no longer break crowd controlling affects such as Polymorph.
  • Spell Steal: Stolen buffs that affect specific spells from the original target's class will no longer have any effect for the mage.
  • The Arcane Blast debuff can no longer be dispelled.
  • Water Elemental: This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect.

Paladins

  • Ardent Defender (Protection) now reduces damage taken by 6-30% when below 35% health.
  • Avenger's Shield no longer has a minimum range. It may be used on any target within 30 yards.
  • Avenger's Shield: The damage portion of this ability will now be applied even if the victim is immune to snare.
  • Consecration: Corrected a tooltip typo. Low ranks of this ability being cast by high-level players are now being properly penalized.
  • Divine Shield: This ability no longer removes or prevents the Weakened Soul debuff.
  • Eye for an Eye: Some spells did not trigger Eye for an Eye correctly. That has been fixed.
  • Fixed some data errors that caused Seal of Command and Seal of Blood to generate more threat than intended.
  • Forbearance: It is no longer possible to use a macro to gain the benefit of Avenging Wrath and Divine Shield at the same time.
  • Greater Blessing of Kings: The cost for this blessing is now twice the cost of Blessing of Kings, instead of a fixed cost of 150.
  • Greater Blessing of Sanctuary 2: The range on this spell was incorrectly set to 30 yards. It has been changed to 40 yards.
  • Greater Blessing of Wisdom 3: The range on this spell was incorrectly set to 30 yards. It has been changed to 40 yards.
  • Hammer of Wrath: Rank 4, damage increased.
  • Illumination: This talent now only gives 60% of the mana cost of the critical heal. It also now returns the correct amount of mana when used with ranks 4 and 5 of Holy Shock.
  • Improved Concentration Aura (Protection Talent) no longer increases resistance to Interrupt/Silence mechanics, but instead reduces the duration of Interrupt/Silence mechanics by 10/20/30%.
  • Improved Seal of Righteousness: The percentage increase in damage from this talent is now applied after all bonuses from items and effects which increase your spell damage.
  • New Protection Talent added: Improved Holy Shield, 2 ranks: Increases damage caused by Holy Shield by 10/20% and increases the number of charges of Holy Shield by 2/4.
  • One-Handed Weapon Specialization(Protection): Now increases all damage caused by the paladin by 1-5% while a one-handed weapon is equipped.
  • Sanctity Aura now increases all damage caused by affected targets by 1/2% and no longer increases healing done to affected targets.
  • Seal of Blood: This seal will no longer cause additional chances for weapon procs to trigger.
  • Seal of Righteousness: This seal will no longer cause additional chances for weapon procs to trigger.
  • Seal of the Crusader: The rank 7 tooltip has been fixed to read the same as other ranks of this spell.
  • Spiritual Attunement: First-aid generated healing will no longer trigger this ability. However, Lifebloom, Earth Shield, and Improved Leader of the Pack will now trigger it correctly. The tooltip has been adjusted to indicate it only works on healing from spells. It will also now work correctly when you are mounted or sitting.
  • Spiritual Attunement: Mana is no longer healed if the paladin is at full health.
  • Stoicism (Protection) should now properly affect all magic effects cast by the Paladin and no longer applies double its intended benefit to Blessing of Might and Blessing of Wisdom.
  • Vengeance (Retribution) now increases Holy and Physical damage by 1/2/3/4/5% for 15 seconds following a critical hit, but the effect now stacks up to 3 times.
  • Vindicator Aesom at Blood Watch will now correctly train a full range of paladin spells.

Priests

  • Binding Heal: The mana cost has been reduced by 32%. The tooltip has been adjusted to indicate it is a low threat spell, which was already the case.
  • Blackout: The delay on the stun effect has been reduced.
  • Circle of Healing (Holy) effect increased.
  • Empowered Healing and Holy Concentration now affect Binding Heal.
  • Focused Power (Discipline) now also increases the chance to hit with Mass Dispel, reduces the cast time of Mass Dispel but no longer increases the damage against feared targets.
  • Holy Fire: The rank 9 tooltip has been corrected to indicate it does Holy damage.
  • Holy Nova: Rank 2 will no longer receive double the intended increase in range from Holy Reach.
  • Mass Dispel mana cost reduced.
  • Mind control no longer has a 100 yard range limitation in instances.
  • Pain Suppression now reduces damage taken by 65% and increases resistance to Dispel mechanics by 65% for the duration.
  • Power Word: Shield: The Weakened Soul effect will no longer sometimes be re-applied while zoning with this buff on.
  • Prayer of Fortitude: The range on rank 3 has been changed to match all other ranks of this spell.
  • Prayer of Fortitude, ranks 1 and 2, are now available on trainers.
  • Prayer of Mending: This spell is now affected by Silent Resolve, Amplify Magic, and Dampen Magic.
  • Prayer of Shadow Protection, rank 1, is now available on trainers.
  • Reflective Shield: When this effect is triggered, the priest will no longer be forced to stand up.
  • Shadowfiend: This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect.
  • Shadowguard: The rank 7 tooltip is now consistent with all other ranks of Shadowguard.
  • Shadow Weaving (Shadow): Effect reduced by 1% per rank.
  • Shadow Word: Death: Cooldown increased to 12 sec and will now properly damage the casting Priest when it is reflected.
  • Silent Resolve: Some priest spells were unaffected by this talent. They should now all be affected.
  • Spirit of Redemption and Spiritual Guidance now work while the priest is in Shadowform.
  • Spirit Tap: This ability will no longer be triggered by killing some creature-cast totems.
  • Spiritual Guidance: This talent now works while the Priest is in Shadowform.
  • Surge of Light: Smite spells triggered by this talent will no longer sometimes critically strike. In addition, the free Smite granted will not consume the effect of Inner Focus. Holy Nova heals can now trigger Surge of Light as well.
  • Touch of Weakness: This spell can now activate Surge of Light.
  • Vampiric Touch: This spell now consumes the Inner Focus buff.

Rogues

  • Added a new double-attack animation for Mutilate.
  • Blade Twisting: The delay on the daze effect has been reduced.
  • Cloak of Shadows: The tooltip has been adjusted to indicate this ability removes hostile effects, rather than dispels them. Cloak of Shadows does not count as a dispel, and will not interact with dispel resistance or effects triggered by dispelling. This ability no longer removes the Weakened Soul debuff.
  • Deadly Throw: This ability will now damage hunters and their pets when they are affected by The Beast Within or Bestial Wrath. Those targets will still be immune to the movement impairing portion of Deadly Throw.
  • Fixed a data error that caused Ghostly Strike and Riposte to generate more threat than intended.
  • Fixed a bug where the Silence effect on Garrote was getting resisted too often.
  • Gouge: This ability will no longer trigger poisons (and thus break itself).
  • Insignia of the Alliance/Horde and Medallion of the Alliance/Horde now remove Fear, Stun and Polymorph effects and no longer remove Charm effects.
  • Improved Sap (Subtlety) renamed Dirty Tricks: Increases the range of your Sap and Blind abilities by 2/4 yards and reduces the energy cost of your Sap and Blind abilities by 25/50%.
  • Increased the frequency and amount of Blinding Powder found in pickpocketed junk boxes.
  • Mutilate: This ability will now always consume the Cold Blood buff when it strikes an opponent.
  • Poisons: The difficulty of dispelling these is now based off the level of the player, not the level of the weapon the poison is applied to.
  • Reduced the reagents required to create most poisons.
  • Remorseless Attacks (Assassination): Hemorrhage added to the buff tooltip. This ability will no longer trigger from killing totems.
  • Rogue poisons no longer have charges.
  • Sap no longer removes you from stealth when used.
  • Shadowstep (Subtlety): The cooldown has been reduced to 15 seconds.
  • Stealth will now be broken correctly by damage shield such as Oil of Immolation.
  • Surprise Attacks (Combat): This talent now correctly prevents Envenom from being dodged.

Shaman

  • Earth Elemental Totem: This pet will now come into the game with full health, including that gained from a percentage of its master's stamina.
  • Earth Shield: Adjusted the tooltip to indicate this ability works against all types of attacks, not just melee. This ability will also now properly trigger only from taking direct damage effects.
  • Earth Shock: Rank 8 is now properly considered an Interrupt effect for talents and abilities that affect interrupts.
  • Elemental Focus: This talent now reduces the cost of the next damage spell by 60%. It will also now trigger from bonus spells cast by Lightning Overload.
  • Eye of the Storm (Elemental): Clarified the tooltip on this talent to indicate it only works with Shaman spells.
  • Fire Elemental Totem: This pet will now come into the game with full health and mana, including that gained from a percentage of its master's stamina and intellect. It will also now properly get increased stamina from a percentage of its master's stamina.
  • Flametongue Weapon: This effect will no longer trigger while you are disarmed.
  • Frostbrand Weapon: Rank 6 now properly receives increased effect from spell damage bonuses.
  • Healing Focus: The tooltip has been adjusted to indicate it only works with Shaman spells. e.g.: Does not work with Gift of the Naaru.
  • Heroism: Training cost increased to match the cost of Bloodlust.
  • Lightning Shield: Ranks 8 and 9 of this spell now trigger correctly while mounted.
  • Magma Totem: This totem will now correctly do damage on its 10th tick, right before despawning.
  • Mana Spring Totem: Duration increased to 2 minutes.
  • Mana Tide Totem: This totem will no longer sometimes grant mana after it has been destroyed. It will also consistently grant mana 4 times instead of sometimes 3 and sometimes 5.
  • Healing Stream Totem: Duration increased to 2 minutes.
  • Mental Quickness: This talent now correctly reduces the cost of Purge, Flame Shock, Frost Shock, Earth Shock, Bloodlust, Heroism, Lightning Shield, Cure Poison, and Cure Disease.
  • Nature's Guardian (Restoration): Some spells and abilities did not trigger this talent. That has been fixed.
  • Restorative Totems (Restoration): This talent no longer gives a bonus to a variety of jewelcrafting items.
  • Trainer Animations: All new Shaman abilities will now correctly play the training animation when learned.
  • Water Shield: When a Shaman with this spell active is afflicted with Cyclone, the charge burned will now grant mana.
  • Windfury Weapon: Mixing two different ranks of Windfury Weapon while dual-wielding will no longer increase the number of Windfury Weapon procs.

Warlocks

  • Aftermath: The delay on the daze effect has been reduced.
  • Amplify Curse: This ability is now consumed correctly by a Curse of Doom casting.
  • Create Healthstone: These abilities will now be sorted in rank order in your spellbook.
  • Create Spellstone: These abilities will now be sorted in rank order in your spellbook.
  • Curse of the Elements and Curse of Shadow now have a duration of 2 minutes when used on PvP targets.
  • Curse of Tongues now has a 12 second duration when used on PvP targets.
  • Dark Pact: This ability is now unuseable while the mana and health of a pet are being adjusted by pet scaling.
  • Death Coil is now is now subject to diminishing returns in the Horror category. Currently, only Death Coil is in this category.
  • Demonic Knowledge: This ability will now work with enslaved demons.
  • Enslave Demon: The health bar and mana bar for enslaved demons will no longer appear to go down when they become enslaved.
  • Fixed some data errors that caused Soul Leech and Conflagrate to generate more threat than intended.
  • Improved Drain Soul: This talent will no longer trigger when a creature other than the one you are draining dies.
  • Insignia of the Alliance/Horde and Medallion of the Alliance/Horde now remove Fear, Stun and Slowing effects and no longer remove Charm and Polymorph effects.
  • New art added for Ritual of Souls channeling focus and Soulwell created by the spell.
  • Ritual of Souls no longer consumes a Soul Shard when cast in arenas.
  • Seed of Corruption: This spell will now interact properly with town guards when bystanders are hit by its detonation in a duel.
  • Shadowfury now properly benefits from the Intensity talent.
  • Spell Lock (Felhunter) duration reduced to 5 seconds (rank 1) and 6 seconds (rank 2), and cooldown reduced to 24 seconds.
  • Soulwell now plays a sound and visual effect when you create a Healthstone through using it.
  • Soul Link: Adjusted tooltip to explain that the damage transferred to the pet cannot be prevented. The functionality remains unchanged. This ability will now work with enslaved demons.
  • Unholy Power: The tooltip has been corrected to indicate it works with the Imp's Firebolt.

Warriors

  • Bloodrage: It is no longer possible to gain extra rage from this ability by using tradeskills to keep you in combat
  • Charge, Intercept and Intervene now suppress all Slowing effects while charging the target.
  • Charge: This ability will now properly cause the warrior to go into combat with its target.
  • Commanding Shout: This ability now increases your max health, but keeps your percentage health constant.
  • Death Wish and Enrage effects no longer stack.
  • Execute: When used with Sweeping Strikes, ranks 6 and 7 of this ability will no longer cause full damage to secondary targets who are not wounded.
  • Flurry: Ranks 1-4 will no longer trigger from ranged critical strikes.
  • Flurry (Fury) now increases attack speed by 5/10/15/20/25%, reduced from 10/15/20/25/30.
  • Heroic Strike: The rank 10 tooltip now includes specific values for the bonus damage against dazed targets.
  • Improved Hamstring: The delay on the immobilize effect has been reduced.
  • Improved Revenge: Reduced the delay on the stun landing from a successful Revenge.
  • Insignia of the Alliance/Horde and Medallion of the Alliance/Horde now removes Immobilizing, Stun and Polymorph effects and no longer remove Slowing effects.
  • Revenge: This ability has been modified to do substantially more damage. The threat bonuses have been adjusted so that the threat generated remains relatively unchanged.
  • Shield Slam: Rank 3 of this ability no longer gets its cost reduced twice by the Focused Rage talent (Protection).
  • Spell Reflection no longer has a global cooldown.
  • Sweeping Strikes: This ability will no longer be modified erroneously on additional targets by percent modifiers to your damage.
  • Victory Rush: The tooltip has been adjusted to calculate the damage it deals correctly, 45% of Attack Power, not 35%.

Pets

  • Abilities and items that are triggered when you kill a target are also now triggered when your pet kills a target.
  • Fixed the amount of happiness lost when you dismiss a Nether Ray pet.
  • Voidwalkers will stop while they are consuming shadows.
  • Warlock and Hunter pets will now be automatically dismissed when you summon a mount. These pets will return on dismount. This does not affect pet happiness for Hunters.
  • Warlock and Hunter pets will now be automatically dismissed when you untalent.

You can find the rest of the test patch notes here http://www.wow-europe.com/en/info/underdev/testrealm.html

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Comments

  • VolkmarVolkmar Member UncommonPosts: 2,501
    uh? looks to me warriors got some fixes and some boosts. so what exactly make you cry "NERF!"?

    "If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"



  • retrospecticretrospectic Member UncommonPosts: 1,466
    Oh no!!  One of the strongest PvP and PvE classes is getting some fixes and tweaks.  CALL THE POLICE
  • retrospecticretrospectic Member UncommonPosts: 1,466
    Originally posted by NatoB





    Priests

    Shadow Weaving (Shadow): Effect reduced by 1% per rank.
    Shadow Word: Death: Cooldown increased to 12 sec and will now properly damage the casting Priest when it is reflected.
    Spirit Tap: This ability will no longer be triggered by killing some creature-cast totems.
    Vampiric Touch: This spell now consumes the Inner Focus buff.



    Meanwhile Shadow Priest lose another 5% dmg and get increased cooldowns.
  • thetankthetank Member Posts: 200
    Happy they fixed alot of stuff on Druids..



    And i cant see a nerf.. sry

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  • AntipathyAntipathy Member UncommonPosts: 1,362
    So which particular warrior change do you see as a problem?



    From here it looks like another patch, lots of changes, another bunch of whines. E.g. here are some shaman whines. They're much better at whining than you warriors.
  • CrysalisCrysalis Member Posts: 43
    Wow if all of this is true then...yeah...I think the priest has more of the shaft than warriors personally. More like everything was slightly nerfed. Boo Blizzard!! Booooo!!! And quit letting those damn advertisements spam my chat!!!! You bastards!!



    (cough) Ummm...thank you for your time....

    image

  • RecantRecant Member UncommonPosts: 1,586
    Nooo... no spirit tap from totems :p  I love doing that.  Quite obviously not an intended use of spirit tap, but I wouldn't be cool if I didn't cry nerf would I? :P



    As for losing a little bit of DPS, who cares, Shadow Priests are awesome :)

    Still waiting for your Holy Grail MMORPG? Interesting...

  • HubabubaHubabuba Member Posts: 229
    Woot, elemental shaman mana efficiency just got fu cked.
  • RollotamasiRollotamasi Member, Newbie CommonPosts: 898
    Warriors need/needed nerfed.  Kind of unfair being able to DPS like a Rogue but still be the only viable tank in the game. 

    -Currently looking forward to FFXIV

    -Currently playing EvE and Global Agenda

  • retrospecticretrospectic Member UncommonPosts: 1,466
    Originally posted by Crysalis

    Wow if all of this is true then...yeah...I think the priest has more of the shaft than warriors personally. More like everything was slightly nerfed. Boo Blizzard!! Booooo!!! And quit letting those damn advertisements spam my chat!!!! You bastards!!



    (cough) Ummm...thank you for your time....
    The problem isn't so much that there is a damage nerf, but that the "buffs" aren't really that grand.  There are still stupid bugs (imp fort tooltip is wrong, for example).  There are also survivability issues in PvP that haven't been addressed.  The nerfs that have hit shadow priests the last few patches are pretty ridiculous.  Vamp Embrace (our heal for damage done) stopped crit healing and does less base heal.  Our Shadow Word:Pain (DoT) had its damage nerfed.  We lost the ability to use another tree's threat redux.  Through all of this our only buff has been to shadow fiend.  Supposedly Shadow Fiend has a pet command bar.  That's ridiculous considering how short his duration is.  By the time we issue a commond we've already lost vital seconds of mana regen.  Add that to the fact that we usually start far away from mobs....oi.
  • NatoBNatoB Member Posts: 114
    Originally posted by retrospectic

    Oh no!!  One of the strongest PvP and PvE classes is getting some fixes and tweaks.  CALL THE POLICE

    Another pissed off priest playing character, and where did you come up with the strongest PvE and PvP class around?

    As far as i can see, buffing up revenge WHOOOOOOOPEEE FUCKING TWO SHOES. Nerfing flurry <<< that sucks major. The warrior is the only class without an exit (i.e. if in the shit you got some from or way to get away from it), and if you tell me that we wear plate then let me tell you PALADINS wear plate to and they get a frikking INVINCIBLE bubble to help them out plus heals, and as far as i can see and experienced paladins not only out dps'ing most classes and making better more effective healers.

    So please blizzard FFS leave the warrior class alone, you just fixed it and now you nerfing us again! Start by nerfing the most overpowered classes in this game I.e. warlocks and paladins.

    image
    Which Final Fantasy Character Are You?
    Final Fantasy


    I found it hard
    It's hard to find
    Oh Well
    Whatever
    Nevermind

  • AntipathyAntipathy Member UncommonPosts: 1,362
    NatoB - you are confusing specs. It's easy to make another class look over powered by taking the best features of each spec and putting them all together into one character. For example a paladin who makes a "better than effective healer" will not end up "out dpsing most classes", not unless the other classes are played by incompetents.



    Warriors have an escape - hamstring and run. It's often plenty to escape another melee class such as a rogue or paladin. I can remember using exactly that tactic when fighting with my own warrior in battlegrounds. And if you want escapes so much then why not take up engineering and get the device that turns people into chickens?



    All classes have limitations. That's part of game balance. You mentioned the warriors lack of escapes. What about a paladin's inability to close in the first place and actually get into a fight? Without certain high end talents, or a stun that's only available once per minute, there is absolutely no way to close with a fleeing enemy. This means that warlocks, shadow priests, mages or hunters who know what they are doing can eat paladins for breakfast one v one (caveat - I have only played a paladin at lowish levels, but have had no problem killing pallies as my hunter at 60). Meanwhile warriors come with skills such as charge and intercept to close distance, and then can hamstring to prevent escape. Not only that but they get AOE crowd control (intimidating shout), a massively underused and under-rated skill.



    Warriors have a lot more base hits than paladins. And if paladins are so strong defensively, why do most raids use prot warriors and druids as tanks?



    And paladin dps - try saying that in the paladin forum. Most of the posters there consider that paladins specced for dps (i.e. using the retribution tree) are nothing but a joke. At end game paladins seem to be primary healers or wannabe tanks.
  • HrothmundHrothmund Member Posts: 1,061
    Originally posted by NatoB

    Originally posted by retrospectic

    Oh no!!  One of the strongest PvP and PvE classes is getting some fixes and tweaks.  CALL THE POLICE

    Another pissed off priest playing character, and where did you come up with the strongest PvE and PvP class around?

    As far as i can see, buffing up revenge WHOOOOOOOPEEE FUCKING TWO SHOES. Nerfing flurry <<< that sucks major. The warrior is the only class without an exit (i.e. if in the shit you got some from or way to get away from it), and if you tell me that we wear plate then let me tell you PALADINS wear plate to and they get a frikking INVINCIBLE bubble to help them out plus heals, and as far as i can see and experienced paladins not only out dps'ing most classes and making better more effective healers.

    So please blizzard FFS leave the warrior class alone, you just fixed it and now you nerfing us again! Start by nerfing the most overpowered classes in this game I.e. warlocks and paladins.

    Warriors are fine after the patch.
  • TheroosterTherooster Member UncommonPosts: 70
    Originally posted by Antipathy

    NatoB - you are confusing specs. It's easy to make another class look over powered by taking the best features of each spec and putting them all together into one character. For example a paladin who makes a "better than effective healer" will not end up "out dpsing most classes", not unless the other classes are played by incompetents.



    Warriors have an escape - hamstring and run. It's often plenty to escape another melee class such as a rogue or paladin. I can remember using exactly that tactic when fighting with my own warrior in battlegrounds. And if you want escapes so much then why not take up engineering and get the device that turns people into chickens?



    All classes have limitations. That's part of game balance. You mentioned the warriors lack of escapes. What about a paladin's inability to close in the first place and actually get into a fight? Without certain high end talents, or a stun that's only available once per minute, there is absolutely no way to close with a fleeing enemy. This means that warlocks, shadow priests, mages or hunters who know what they are doing can eat paladins for breakfast one v one (caveat - I have only played a paladin at lowish levels, but have had no problem killing pallies as my hunter at 60). Meanwhile warriors come with skills such as charge and intercept to close distance, and then can hamstring to prevent escape. Not only that but they get AOE crowd control (intimidating shout), a massively underused and under-rated skill.



    Warriors have a lot more base hits than paladins. And if paladins are so strong defensively, why do most raids use prot warriors and druids as tanks?



    And paladin dps - try saying that in the paladin forum. Most of the posters there consider that paladins specced for dps (i.e. using the retribution tree) are nothing but a joke. At end game paladins seem to be primary healers or wannabe tanks.



    QFT

    As a pro warrior I must say I don't see much nerfing...and I think I am overpowered, especially in PvE.  Currently, with mobs up to 3 levels higher than me I can go full defense and take less than 300HP damage THE ENTIRE FIGHT.  And I have nothing above greens.  Most casters don't even get to hit me.

    I hold aggro playing with locks and mages 5 levels higher than me, my guildies always give me crap because I "can't die" and even being pro specced, I can go 2hander or DW and quickly destroy most opponents--not as quick as rogues or casters, sure...but do they have 6,000 HP and plate armor?

      Hell, just the other day I duelled a pally and warrior in FULL PURPLE GEAR who were 4 levels higher than me and went 4 of 10 against them.  I don't know if they were any good, but even they were surprised at my lasting power.

    I may not be flashy, I may not have ub3r DPS.  But when i fill my role--tank--I AM overpowered.  If you want more melee DPS, go play a rogue.  Warriors have a job and it is NOT killing the mob, it's making it hate you so the real killers can do their job.

  • AntipathyAntipathy Member UncommonPosts: 1,362
    Originally posted by mcharj11



    If warriors are only for tanking then why is there an Arms, Fury and Protection skill tree and not just the protection one.

    Did you really need to quote quite so much text just to add a single comment? I don't think anyone is arguing that dps specced warriors shouldn't be competitive in PvP.



    The point of this discussion is whether warriors, including dps warriors, are competitive (if suitably geared).

     
  • TheroosterTherooster Member UncommonPosts: 70
    Originally posted by Antipathy



    Did you really need to quote quite so much text just to add a single comment? Like most classes, warriors have got multiple trees, and I don't think anyone is arguing that dps specced warriors shouldn't be competitive in PvP. You seem to have fallen for a classic logical fallacy - someone said "Prot warriors are ok" and you instantly conclude that this means dps warriors are not. You also make up a phrase "warriors are only for tanking" which no one actually said. The previous poster said that tanking was his role - would you seriously argue this isn't the case for a prot warrior? Or that his comment said anything at all about whether dps warriors should only tank?



    The point of this discussion is whether warriors, including dps warriors, are competitive (if suitably geared). Please contribute.

     



    Exactly.  My only point was that warriors shouldn't be AS good as rogues.mages/locks at DPS because they get plate armor.  if they are that good, then something is wrong.  It may technically qualify as a nerf, but in reality it's just putting DPS warriros back into ratio. 

    Let's say each class has 100 points to use on things.  Plate armor would be say 50 points.  DPSing like a rogue would be somewhere around 65 points (not trying to be accurate points wise, just using figures to illustrate a point).  So  a warrior with both would have 115 points, making him unbalanced.  So then his DPS ability needs to be brought down a few notches.  Whereas a protection warrior would have 30 points from using a shield, etc.  So the points he could 'invest' in DPS would be even lower than the fury/arms warrior.  but regardless, these classes are designed to tank (and by that I mean hold aggro).  HOW they do it is up to the user, but to try and force a warrior to be a primary DPS class is like trying to force a warlock to be a healer because they have soulstones, then complaining because it's not viable.  There's a reason priests don't have pets or huge burning spells.

    If you want plate armor, then you need to accept less DPS than leather and cloth wearers.  Otherwise the game balance gets skewed.  if you're bound and determined to be primary DPS class, then don't play warrior, as that is not their primary role.

  • JaskipJaskip Member Posts: 31
    NOOOOOOOO WE MIGHT ACTUALLY HAF 2 LRN HOW TO PLAY TEH GAME!! DIS IS LAME!!!
  • SkollSkoll Member Posts: 442
    Originally posted by Jaskip

    NOOOOOOOO WE MIGHT ACTUALLY HAF 2 LRN HOW TO PLAY TEH GAME!! DIS IS LAME!!!
    You made my reading of this thread meaningful.

    Thank you.
  • HrothmundHrothmund Member Posts: 1,061
    Originally posted by Therooster





    QFT
    As a pro warrior I must say I don't see much nerfing...and I think I am overpowered, especially in PvE.  Currently, with mobs up to 3 levels higher than me I can go full defense and take less than 300HP damage THE ENTIRE FIGHT.  And I have nothing above greens.  Most casters don't even get to hit me.
    I hold aggro playing with locks and mages 5 levels higher than me, my guildies always give me crap because I "can't die" and even being pro specced, I can go 2hander or DW and quickly destroy most opponents--not as quick as rogues or casters, sure...but do they have 6,000 HP and plate armor?
      Hell, just the other day I duelled a pally and warrior in FULL PURPLE GEAR who were 4 levels higher than me and went 4 of 10 against them.  I don't know if they were any good, but even they were surprised at my lasting power.
    I may not be flashy, I may not have ub3r DPS.  But when i fill my role--tank--I AM overpowered.  If you want more melee DPS, go play a rogue.  Warriors have a job and it is NOT killing the mob, it's making it hate you so the real killers can do their job.
    Finally, a pro warrior posts in this thread! A to you, my friend. I like to solo elites with just my shield and no weapon, because it makes things a bit more challenging. Warriors are still way too powerful, I really do feel sorry for all the useless PvP warlocks and rogues I see running around in their arena gear, being a green-geared prot warrior is so much more rewarding!
  • VolkmarVolkmar Member UncommonPosts: 2,501
    Originally posted by NatoB

    Originally posted by retrospectic

    Oh no!!  One of the strongest PvP and PvE classes is getting some fixes and tweaks.  CALL THE POLICE

    Another pissed off priest playing character, and where did you come up with the strongest PvE and PvP class around?

    As far as i can see, buffing up revenge WHOOOOOOOPEEE FUCKING TWO SHOES. Nerfing flurry <<< that sucks major. The warrior is the only class without an exit (i.e. if in the shit you got some from or way to get away from it), and if you tell me that we wear plate then let me tell you PALADINS wear plate to and they get a frikking INVINCIBLE bubble to help them out plus heals, and as far as i can see and experienced paladins not only out dps'ing most classes and making better more effective healers.

    So please blizzard FFS leave the warrior class alone, you just fixed it and now you nerfing us again! Start by nerfing the most overpowered classes in this game I.e. warlocks and paladins.

    AoE fear and hamstring what are in your opinion, toys? and yeah. the new fear also stop your target, he doesnt run away but is feared nonetheless, so it works for an escape card easily enough.

    Revenge needed a boost. its damage was pitiful and was used exclusivly to build up threat and stun (if you got the talent). now maybe it will be used for something else too :D

    And... your problem with nerfing is Flurry??? losing 5% attack speed is such a big deal for you??

    "If you give a man a fish, you feed him for a day, if you teach him how to fish, you feed him for a lifetime"



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