Thursday, January 10, 2013

5.2 PTR Musings

It's that time again, time for me to say "oops! sorry I haven't been posting!" but I'll skip all that crap and move on to a more fun topic. 5.2 PTR.

A lot of interesting changes and fixes.

  • 2P Bonus: Your melee auto attacks have a chance to trigger Enrage.
  • 4P Bonus: Activating Skull Banner now also increases your critical strike chance by 35% for 10 sec.
  • Taste For Blood Reworked
  • Blood Surge Buffed.
  • Glyph of Heroic Leap Nerfed.
  • Storm Bolt's Damage Increased by 25%!

Tier Bonuses

The 2P bonus for Arms is very...interesting. You certainly don't have as many Auto Swings compared to Fury so I do hope the unshown % is favoring Arms. But my concern is this seems more of a DPS loss for Arms. Losing 25% increased damage to Mortal Strike is huge, which is a constant static bonus compared to increased uptime on Enrage which is only a 10% DIM. Hell, with the way the 4P is, it might actually be better to keep 2P/2P for Arms. (Just a theory!)

As for Fury, it will all depend on one question: "Does it proc Raging Blow?" Logically seems it would. But this is Blizzard we're talking about here so who knows. If it does it will be an amazing 2P that frankly, I don't think Fury would ever upgrade out of even in T16. If we continue under this assumption this will certainly be very interesting for stat weighs. I don't see Mastery rising in value much as we're already pushing ~75% uptime on Enrage with proper BT usage, but I foresee excess Hit's value increasing to maximize the number of chances to proc Enrage. 
If it doesn't proc RB you can disregard all of this and go with "At least it increases the damage of my other abilities besides BT." The last question is if this is rolled on each swing or a PPM system? If it's based on each swing this certainly make SMF concrete in it's dominance over TG, as on average you have more swings than 2H weapon.

I know I'll catch flak for this, but I don't like the 4P bonus, for either spec. It's already going to be a logistical nightmare in raids with multiple Warriors. It will further punish those who macro all their cooldowns and those who raid with those that do. It's also going to punish raid groups who don't raid with Prot Warrior tank(s).

Recklessness (50%) + Skull Banner (35%) = 85% Crit when used together. That means you only need 19.8% Crit to make sure EVERY ABILITY for 10 seconds Crit.
How does this punish you? As it is now I'm pushing 21.79% Crit in my non-heroic gear. While that's only 1.99% over that magical cap, I could easily push higher numbers if I had proper proper off piece, and Heroic pieces. I'd like to remind people in a full crit set up while retaining 4P you CAN reach 27% Crit as Worgen.

Proper usage of this would be to have your Prot Warrior use his Skull Banner on the pull as you pop Recklessness. Then as his Skull Banner wears off you pop your own Skull Banner and continue to DPS. This gives you a mini-Recklessness during your 2nd Colossus Smash of the fight as well as making sure not one % of crit is wasted. - While eventually during the 20% phase you'll want to use Reckless and your own Banner to make sure every damn Execute Crits. ;P

If you don't have a Prot Warrior tank, you're SOL and one of your Warriors in your group will have to decide who's gonna loose their mini-Reck. I'm not going to get started on the glyph of Recklessness as that might be a little TO indepth for something that can easily change.

Arms

Yay! Arms love! But it's only half a hug!
While Taste for Blood has been majorly reworked for the better, it still leaves Arms bland and tasteless (pun unintended). Arms lost something that required a tiny bit of thought and a lot luck but turned into a stable, but thought-less process once the math was rolled out.

It takes (6/1.5)-1 = 3 GCDs to fill between each Mortal Strike. When I was writing this my initial question was "Why would I ever press Overpower over Slam?" then after thinking about it logically it quickly became "Why would I ever press Slam over Overpower?" This new rotation makes Slam pretty useless besides an extreme rage dump outside of Colossus Smash.

With the assumption that we'll be hitting around 30% Crit in T15 Overpower will have a beastly 90% Crit Chance. On average an Overpower Crit will deal less damage than Slam NonCrit/Crit Average. But! The thing here is Overpower Crit + Heroic Strike WILL on average out damage Slam. Think it about this way when you have 90 Rage.
CS -> MS -> OP+HS -> OP+HS -> OP+HS
vs
CS -> MS -> Slam -> Slam -> Slam

Going more indepth:
Slam = 220% WpnDmg for 30 Rage
Overpower Crit = 210% WpnDmg for 0 Rage
Heroic Strike = 110% WpnDamage for 30 Rage
It boils down to:
320% WpnDmg vs 220% WpnDmg

While this isn't the actual math and more or less a highly educated guess, this wouldn't be too hard to math out on paper if you take the time. Oh, and let's not forget the amazing Deadly Calm that would turn that above scenario into only costing 60 Rage compared to 90. =)

As more of a minor note, Storm Bolt receiving a buff will further cement it's position as the top level 90 talent for Arms over Bloodbath and Avatar.


Fury & Heroic Leap

Starting to wrap up this blog post as these last subjects don't really require a lot of thought.

Blood Surge being buffed to 30 rage cost reduction seems cool, as it'll finally have a use sub 20%.
Otherwise not a lot changes with it besides you'll see more Heroic Strike usage outside of Colossus Smash.

R.I.P Heroic Leap Glyph. I will miss you.
I think it's kinda sad they nerfed this glyph as it was really cool as a purely min/max deal. It really added up and make put the Heroic into the leap. I also think it was a nice subtle way to separate the Good and Bad Warriors as those who were good would utilize it on cooldown in a CS duration. While it was a tiny dps increase it just added more reward to it.



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