Guerrier au Patch 4.0.1 : Talents, Debuff Froid du Trône, etc...

Démarré par Ereno, 08 Octobre, 2010, 09:22:18 AM

Anatariel

CiterAvec la nouvelle Vigilance placée sur Nädia qui fait que à chaque coup que Nadia prend, mon CD de Provocation est remis à 0

/w Ereno "c'était déjà le cas avant, mais chuuuuutt c'est un secret xD"

Citermais ça reste évidemment très fluctuant.

Vi l'aggro est beaucoup moins linéaire qu'avant, en ratant un proc ou un coup on peut vite avoir tps/2. Note que ca remonte vite derrière mais tout de même, c'est assez sensible.
C'est pour ca aussi que je suis hardcap expertise, comme ca, tous mes coups touchent la cible. (il reste toujours les 24% de glancing mais ca c'est incompressible)
L'avantage de War academy est qu'on prend 15% de plus sur HS et cleave qui sont up toutes les 3 sec, c'est pas négligeable. Surtout en comparaison du soin anémique de Blood craze.
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Ereno

Yep :)

Le hardcap expertise...  :o Fiiiouuuuut, je suis capé touch et softcapé expertise et je trouve que c'est déjà pas évident, alors aller chercher le hardcap !  :o  ;D


Follow The White Rabbit

Grinor

retouche mon pote.... retouche.....

non pas avec photoshop....

décidément... 36 en Intell... je suis même pas sûr...  :-X

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Cours toujours...

Anatariel

Citation de: Ereno le 22 Octobre, 2010, 01:08:45 PM
Yep :)

Le hardcap expertise...  :o Fiiiouuuuut, je suis capé touch et softcapé expertise et je trouve que c'est déjà pas évident, alors aller chercher le hardcap !  :o  ;D

en reforgeant l'esquive ca passe.
J'ai l'impression que la mode est au hardcap de toute facon ^^. En fury c'est pareil, avec la modif de la HS on est obligé de se hardcap touché, et là en ambi c'est 27% qu'il faut aller chercher  :-X
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Ereno

Voili voilou :)

J'ai reforgé esquive en expertise,

En conclusion (de mémoire) :

- 21% esquive, 19,5% parade et bien sur 30% blocaque (même un peu plus suite à une reforge maitrise)
- capé touch
- 47 en expertise, soit softcapé esquive bien entendu, et juste 2% de chance d'être paré sur un boss

Je teste actuellement, j'ai juste fait une SdR expédiée avec Wismer et Grinor, sans soucis apparemment..

Tiens au fait Anat, que penses tu de la rumeur actuelle sur la diminution du cap expertise ( http://forums.wow-europe.com/thread.html?topicId=15042266326&sid=2 )


Follow The White Rabbit

Anatariel

vi le softcap a baissé, par contre concernant le hardcap je sais pas.
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Nädia

Les futurs changements a venir pour tank guerrier et paladin:
CiterAs the release of World of Warcraft: Cataclysm draws near, we continue to fine-tune various class abilities. Based on feedback and our own testing, we're in the process of assessing and amending tanking cooldowns -- at level 85 in particular. Some of these abilities, like druid Savage Defense and death knight self healing, are particularly difficult to model, so further testing will be necessary before there is sufficient information to base adjustments on.

In the case of paladins and warriors, we have recognized that it is possible for block chance to get too high too quickly and cause a situation where stacked mastery and the warrior Shield Block ability behave strangely. Since that's a scenario we want to avoid, we're making some changes regarding how block chance is handled for each of these classes:

Paladins - Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.

Warriors - At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.


A cela se rajoute pour le prochain patch:
CiterPaladin
Shield of the Righteous changes in latest build
We changed Shield Slam and Shield of the Righteous to do more base damage and scale less with AP. This was to fix a problem where numbers became absurdly large with a lot of AP, especially under the effects of Vengeance, dwarfing the damage done by druid or DK tanks. With these changes, a tank in heroic dungeon blues should deal the same damage with no Vengeance, but Vengeance will have less of an impact.

The coefficient for Shield of the Righteous was lowered from 120% to 60% at 3 Holy Power. The coefficient for Shield Slam was lowered from 75% to 60%.

Warrior
Shield Slam changes in latest build
We changed Shield Slam and Shield of the Righteous to do more base damage and scale less with AP. This was to fix a problem where numbers became absurdly large with a lot of AP, especially under the effects of Vengeance, dwarfing the damage done by druid or DK tanks. With these changes, a tank in heroic dungeon blues should deal the same damage with no Vengeance, but Vengeance will have less of an impact.

The coefficient for Shield of the Righteous was lowered from 120% to 60% at 3 Holy Power. The coefficient for Shield Slam was lowered from 75% to 60%.


Update
    * The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.
    * Shield Block will spill over into critical block if any portion of the 25% would have been wasted because your block + dodge + parry is so high already. If you are somehow always over 100% (which will be pretty hard now), you only get the critical block when Shield Block is up. The intent is to make sure Shield Block isn't wasted, not to make sure you have mastery coming out your ears (or any other orifice in the facial region).
    * Shield Block is not intended to be a magic damage cooldown (neither is Blood Shield, which also is physical damage only). We don't want to duplicate the exact same ability on every tank when we can avoid it. Bosses generally don't spam out a lot of magic damage on short cooldowns. On the other hand, Shield Block has a much higher up-time than Barkskin. We still believe the Cataclysm raiding environment is going to be a lot less centered around tanks dying to spike damage than players currently experience at level 80. Mitigating a lot of damage to save healer mana can be very valuable in Cataclysm.
    * Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.
    * Paladin tanks are not intended to go cap block as fast as they can. It's fine if you want to do that, but we don't treat it as "the new defense cap" and we don't balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.
    * These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.

Ereno

Merci Nädia :)

Ces changements semblent surtout intervenir au niveau 85 si j'ai bien compris (j'ai survolé).
Difficile appréhender à l'avance ces modifications, surtout que je ne suis pas certain d'avoir bien tout pigé... On dirait une vague impression de nerf, mais qui semblerait finalement être un léger up... Beuh...

Sinon concernant l'expertise c'est confirmé ici :
http://blue.mmo-champion.com/t/27397547423/expertise-cap-bugged-fixed-as-is/

Là aussi, si je pige bien, on ne parle que du softcap, pas du hardcap (ce qui est dommage  ;D )


Follow The White Rabbit

Nädia

Ces changements sont prévus pour la 4.0.3a.
Et voici la version finale de leur modif:

CiterHere are a few additional changes we are making which will be applied in patch 4.0.3a:
    * These changes are all slated for patch 4.0.3a when the shattering of Azeroth takes place, and are not currently implemented on live realms. Some of them may be active in the beta test – the Savage Defense change for example was applied via a hotfix to the beta realms recently.


Death Knight
    * Icebound Fortitude -- Damage reduction changed from 30% to 20% (or 60% to 50% talented). Cooldown still 2 minutes. Duration still 12 seconds.


Druid
    * Savage Defense is massively overpowered on beta and has been dealt with accordingly. Many of the reports of beta raid bosses two-shotting tanks were because that was how much damage the bosses needed to do in order to challenge Feral tanks. With less damage absorbed, the boss damage can be adjusted downwards. We've reduced the multiplier for attack power on the absorption effect (from 65% to 35%, still modified by mastery) and it no longer procs from periodic critical hits.
    * Bear Form -- Stamina bonus lowered from 20% to 10% and Heart of the Wild health bonus from 10% to 6%. Bear health should be close to plate tank health with this change.
    * Survival Instincts -- Damage reduction changed from 60% to 50%. Cooldown reduced from 5 minutes to 2 minutes. Duration still 12 seconds.


Paladin
    * Holy Shield will be changed to increase block value by 10% (40% total) instead of increasing block chance by 15%. Since this will cause Mastery to become more valuable, the amount of block granted by Mastery will be reduced to 2.25% block chance per point of Mastery, down from 3%.
    * Paladin tanks are not intended to go cap block as fast as they can. It's fine if you want to do that, but we don't treat it as "the new defense cap" and we don't balance paladins assuming they have a 100% block chance. That is something the community identified as being not only possible, but likely, and one of the reasons we changed the way block works for paladins.
    * Guardian of Ancient Kings -- Damage reduction changed from 60% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.


Warrior
    * At level 85, the value of Shield Block decreases as block value generated by Mastery increases. To remedy this, we will convert overflow of block + avoidance that exceeds 100% into critical block chance instead. Along with that change, Shield Block will be reduced to +25% block chance (down from +100%), but this will still yield a net buff for most warriors. Also in response to this change, the amount of block and critical block provided by Mastery will be equalized. Finally, Mastery will now grant 1.5% block chance per point.
    * The new warrior Mastery is 1.5% block and 1.5% critical block per point of mastery.
    * Shield Block will spill over into critical block if any portion of the 25% would have been wasted because your block + dodge + parry is so high already. If you are somehow always over 100% (which will be pretty hard now), you only get the critical block when Shield Block is up. The intent is to make sure Shield Block isn't wasted, not to make sure you have mastery coming out your ears (or any other orifice in the facial region).
    * Shield Block is not intended to be a magic damage cooldown (neither is Blood Shield, which also is physical damage only). We don't want to duplicate the exact same ability on every tank when we can avoid it. Bosses generally don't spam out a lot of magic damage on short cooldowns. On the other hand, Shield Block has a much higher up-time than Barkskin. We still believe the Cataclysm raiding environment is going to be a lot less centered around tanks dying to spike damage than players currently experience at level 80. Mitigating a lot of damage to save healer mana can be very valuable in Cataclysm.
    * Vigilance -- No longer reduces damage by 3%, but will still reset Taunt cooldown and provide Vengeance for the warrior.
    * Glyph of Shield Wall -- Now buffs damage reduction by 10% (to 60%), but only adds 1 minute of cooldown.
    * Shield Wall -- Damage reduction changed from 40% to 50%. Cooldown still 2 minutes (talented). Duration still 12 seconds.

Pour le druide c'est un bon gros nerf.
Ça commence à être lourd d'être sans arrêt rabaisser pour mettre au même niveau que les autres tanks, alors que dans l'autre sens, ca ne se fait jamais, par exemple on a toujours pas de parade...