New Warrior Ability Idea

Discussion in 'Tanks' started by Aurmoon, Mar 18, 2016.

  1. Dre. Altoholic

    Normalized for delay and haste, sure. But the off-hand is a separate attack source with its own independent proc rate (half of primary) which ends up yielding a 1.5x rate for many proc sources. I assumed Fists of Fury would follow this model, but I have a monk I can test it with.
    Absolutely. Part of the "refinement" process is abilities that don't paint us into a corner like we see with shield specialist, proficiencies, and.... apparently... screaming axes.
  2. sojero One hit wonder

    We have vastly different views as to what a corner is.
  3. Dre. Altoholic

    Tested Fists of Fury with my Monk. FoS level 4/15 (Monk is 92)

    587 seconds DW 25 procs
    610 seconds 2H 12 procs

    More DW procs than I suspected but likely result of an admittedly very short parse. Though I'm curious now if the real value is actually *double* with DW or closer the expected 1.5x
  4. sojero One hit wonder


    That is curious then, I was under assumption from long times ago that procs were based on ppm set by delay of weapon, and thus a slower 2h would get more procs but still swing less. Maybe those AA work a bit differently. And yeah those tests were way to short to really be considered. but I would be very interested in seeing around 10hr or so parses. Also what weapons did you have so we can see how the delay on them is. another good way to test to see if there is a difference in types of proc, aa vs buff is to get an item that has a clickie proc buff and go with your war to gh and do dw, 2h, and sb to see what the different proc rates are.
  5. Ravengloome Augur

    Ppm is ppm dude lol. TOTC works same way you have an,average of 2 regardless of delay, slower just increases chance in a round because less rounds total.
  6. sojero One hit wonder


    I understand that, but a lot has changed since last I saw it tested, thus the info I have may be dated and wrong now. They may also have given different coding to different abilities that I don't know about.
  7. Dre. Altoholic

    I think you're correct that I would see a similar proc rate if I compared slow 2H to fast 1h if I had say... a shield equipped in secondary. But when dual wielding, the offhand is an independent source of procs with it's own PPM. Confirmed by getting offhand procs with a fishing pole in primary. So you get primary procs at normal PPM + secondary procs at... whatever the proc rate on secondary is. I know for weapon and aug procs it's half of normal, which is where you get 1.5x. But AA and buff procs may be different.
  8. Damoncord Augur


    That reminds me of the old logic for Shakerpaging, and at least then it worked. Earthshaker was already a slow weapon but with slow you could artificially improve your chances of procing per swing. For Shakerpaging I would use Rampage, and Warcry to do the 2 AoE swings hit each mob with the artificially improved chance to proc.
  9. Ulfgar Soulforged New Member

    Few more ideas (that are not entirely mine but whatever)

    Change the aura of runes line from a long delay cooldown to a toggled ability. Something that would last till toggled off and go in the short duration window. Could have a few options to choose from and warriors could only have 1 active at a time. Rune proc, 100hands proc, things of this nature.

    For dual wield add warrior only off-hand weapons. Ratios would be similar to what knights have on their main-hand weapons but with ac between those and shields. Have these weapons proc a block effect similar to the effect mage pets have.

    Either way on both these ideas I feel they should apply changes to affect lower level warriors as well. Like seeding off-hands down to level 85 or so. The proc line could just get stronger procs as they level up to keep up with content.
  10. Triconix Augur

    For the love of all things holy, can we please bring back cool gear +skill mods? Boots of Despair, anybody? I know of many items in older expansions that had Parry/Riposte mods. That's not longer around.

    It seems like most of the +skill mod items are becoming augs. I'd like to see augs with Parry, Riposte, Taunt for tanks. All the casters have their casting +skill mod augs. Why can't melee have their own versions with ones for 1hs, 1hb, 1hp, h2h, 2hs, 2hb, 2hp?
    Xanathol likes this.
  11. Warpeace Augur

    They better add AC, H/M/E to them augs then they would be sexy.
  12. Triconix Augur

    Why not just make them slot 3? The dodge and defense ones are slot 3.
    Xanathol likes this.
  13. Koryu Professional Roadkill

    Even if skill mod augments were put in the game, I doubt they'd have AC or HME attached. The Specialized casting skill augs from CotF have nothing else on them, yet take up a Type 7/8 slot.
  14. Triconix Augur

    Yes, but each aug saves lots of mana per cast which is better than having additional h/m/e as a caster.

    Parses would probably have to be done to see if the +skill mods for tanks are better than having raw stats.
  15. Warpeace Augur

    Viable option but could use a couple more type 3 slots then.
  16. Triconix Augur

    Well they definitely need to add a slot 3 to primary weapons. It makes little sense that the shields have them, but the weapons don't.

    After that, they'll need to start putting them into visible armor I guess. Is that something the devs want? Probably not. Which brings me back to +skill mods on gear!

    [IMG]
  17. Damoncord Augur


    With our luck they will put Block on shields. And no I don't mean Shield Block.
  18. flyb4crawl New Member

    With the changes in the 8/17/2016 update to repost, of making it do less damage, it will cause problems with survival before the tank's defensive disc wears off. Before making changes to repost and aoe melee abilities. Think about extending the time that the defensive discs last before wearing off to have the same result. It will just make the time to kill the mobs take a little longer, instead of having the tank when soloing mobs, or when in a raid condition, where they are holding agro. The same is true for the AOE melee ability, lessening the damage will also end up killing a zerker, unless the time is extended to do the same thing. Else the zerker will need a defensive ability just like a tank does. I can see why they are doing this though because tanks do swarm the whole zone and they are trying to cut back on this. But they only do it in zones several levels lower than them. Instead they could make a modifier based on how many mobs are pulled, as long as they are not in a raid group. It could check to see if the tank/melee are part of a raid group, and if so have different rule sets to check against for penalties of large pulls.
  19. ottsca New Member

    I am sad that I either go sword and board or 2H as my stances. The only time I dual wield is when I'm farming trash for TS stuff. I like the fantasy of being able to be the master of melee weapons but I rarely use anything other than a variety of 2H stuff and my go-to agro sword and board. I'd love an AA or something that would allow my second hand weapon to be coded as a shield and allow me to use the shield stance when dual wielding. Maybe call it "Parrying Dagger" that turns the coding for the weapon in the second hand into a shield for the stance and AA issues. Would loose some net AC (the AC on my shield is greater than the AC on the off-hand weapon I would use) but retain the stance, bash, shield-based abilities and AAs when dual weilding. Parrying Dagger could last for 1HR and need to be recast. You might even put forward some off-hand mitigation coding if the dps got too skewed. If Parrying Dagger isn't active you would be in the standard dual wield mode.

    I am a fan of being able to dual wield more as a tank and, for me, the largest barrier to me doing so is survivability in group content.

    Tanking raid content needs to stay sword+board.
  20. Xorsazis Augur

    Just remove DW stance, change 2H stance to affect all weapons, rename it to Offensive Stance, and allow warriors to DW 2H weapons.

    All the 2H goodness the devs prefer, all the DW goodness the players crave. No need for a third stance, no need to reprogram for knights. Everyone can be happy.

    Or just add warriors to the knight 1H weapons and let us DW those. they are middle ground of 1H to 2H anyways. Would be sweet DPS dual weilding those with 2H Stance benefits.