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Thread: Patch 1.3 DPS Warrior Dream Notes

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    Ascendant Marrocco's Avatar
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    Default Patch 1.3 DPS Warrior Dream Notes

    Warriors:

    Due to massive changes all Warriors have received all of their talent points back.

    Attack Power from Strength
    : Strength now gives Warriors 1.5 Attack Power per point.

    Critical Strike from Dexterity
    : Dexterity now grants .75 Critical strike rating per point. (hey we gotta give somewhere)

    Dodge from Dexterity
    : Dexterity now grants Warriors significantly more dodge per point.

    Block Rating: At 30% block, strength now grants significantly less block, every 10% block beyond that halves the amount of block rating from strength. This only effects chance to block. Damage blocked is not affected. Talents that increase Block are factored after Block is converted from strength.

    Parry
    : Parry no longer is hardcapped at 20%. Strength's conversion into parry is halved at 20% and every 10% beyond that. Talents that increase Parry are factored after parry is converted from strength.

    Dodge: Dodge is no longer hardcapped at 20%. Dexterity's conversion into dodge is halved at 20% and every 10% beyond that. Talents that increase Dodge are factored after Dodge is converted from Dexterity.

    Attack Power Contribution to abilities has been greatly increased.


    Champion:

    Punishing Blow: Damage increased to 140% of Weapon plus 350.

    Debilitating Strike: Now deals Weapon plus 61 to 65 and increases the damage of your Finishers by 30% of your strength.

    Bullrush
    : Snare is no longer on the same DR's as other Snares.

    Thunderous Kick: Now knocks back your target 15/25/35 meters.

    Titan's Strike: Damage increased to 140% of Weapon plus 360 on target. All other effects are unchanged. Stun is not on Diminishing returns with any other ability.

    Mark of Inevitability, Leg Sweep, and Mark of Extermination are no longer on the Global Cooldown

    Disruptive Strike: Now deals 120% of weapon damage plus 115 to 118 damage.

    Cornered Beast: Re-worked: For the next 10 seconds your abilities cause your target(s) to bleed for 25% of your strength over 10 seconds. Stacks up to 5 times. 2 minute CD.

    Destroyer's Bearing
    : All critical strikes deal 15% more damage on Critical strikes (talented up to 35% via Intense Training), all finishers deal 25% more damage (talented up to 45% via Intense Training), and finishers have a 25% chance to grant an attack point.

    Don't Make me Angry
    : Now grants 15/30% strength instead of AP.

    Bloodthirst swapped in position of tree with Grim Satisfaction to bolster leveling downtime as a champion. Blood Frenzy removed. Bloodthirst damage increased to 120% of Weapon damage plus 110 to 113 damage. Heals the Warrior for 2% of damage done. Now has a 15 second Cooldown. Still only usable after getting a killing blow

    Grim Satisfaction
    : Now grants 3/6/10 power per critical hit.

    Raging Clue
    : Whenever you are at 100 Power Bloodthirst is now available for usage and deals 10/20% more damage.

    Cruel Efficiency now grants hit rating instead of % to hit while wielding a two-hander.

    Paragon

    Duality of Mind: No longer increases Parry. Now contributes 10/20/30/40/50% of off hand weapon damage to all attack abilities.

    Strike Like Iron: Removed, Replaced with Path of the Tempest

    Grace of the 5 Rings
    : Now grants a 10/20/30% chance of your off-hand mimicking your attack for 25% of the damage done.

    Wrist Strike: Removed. Replaced with Paired Strike.

    Serenity: Re-worked: Successful Follow-up attacks now restore 3/6/10 Power.

    Predictable Movements: Cooldown lowered to 1 minute 30. Tooltip updated to indicate that it does not work on raid or dungeon bosses. Causes warrior to not take damage from next ability used on them and reflects 10/20/30% of the attack back at the attacker. Now works on all types of damage.

    Path of the Tempest: Removed, replaced with Shifting Blades

    Shifting Blades: No longer on the Global Cooldown. Only works while Dual Wielding.

    The root formerly know as Shifting Blades: Now Reign of Steel: You deal an additional 20% of your damage dealt over the next 15 seconds to all targets. 2 minute Cooldown.

    Fleet of Foot: Now clears all snares.

    Run like the Wind: Removed. Now (sorry WoW) Steel Flurry: For the next 10/20/30 seconds you deal 100% of your damage done to a second target. Power Regeneration lowered by 20% while active. 2 minute Cooldown.

    Path of the Hurricane
    : Now fixed to a 120 degree cone in front of Warrior and does not Hop between targets outside of that cone. (Person Pet Peeve)

    Deadly Grace: Also affects Death Touch and Rising Waterfall now. PotR is strictly ranged now and RW will deal more damage in melee range.

    Touch of Tranquility
    : Real CC: 30 second duration, 15 second CD

    Death Touch: Now deals 120% of weapon damage plus 140. No longer deals damage over time. Secondary Effect is "target deals 15% less damage" (in line with Infestation and Power Drain). 1 Minute CD.

    Thread the Trees
    : Now snares enemies within 10 meters of the warrior as well as current effect. Cooldown increased to 45 seconds. Tooltip updated to indicate that there's no minimum range.

    Way of the Wind
    : Now increases Parry by 20% while dual wielding and removes cooldown from Turn the Blade

    New 44 point talent Strike Like Steel
    : Finisher that increases Paragon's Swing speed, critical strike, and energy regeneration by 10/20/30% while dual wielding for the next 10 seconds. 30 second cooldown. (Big fan of some haste buffs or procs in here somewhere.)

    Flurry now Called Rage of Telara
    : Removes all Crowd control and snares on the Paragon, renders the Paragon immune to all CC and snares, charges and stuns the target for 4 seconds dealing 140% of weapon damage plus 350 to the target and increasing the paragon's strength by 15% for 10 seconds. 2 minute cooldown.


    Riftblade:

    Not much here. I actually think the mechanics work pretty well. It just needs some love, and this is the first tree I suggest to have:

    Strength of Soul
    : New 0 point talent, Riftblades gain spell focus, spell critical strike rating, and spell power at a 1-to-1 ratio with melee hit, melee crit, and attack power.

    Flamespear
    : Now deals 50% of weapon damage plus spell power.

    Stonespear: Now deals 75% of weapon damage plus spell power.

    Windspear: Now deals 100% of weapon damage plus spell power.

    Imp. Freeze Armor: Also now Removes Freeze Armor from the Global Cooldown and lowers power cost by 10/20 as well as current effects.

    Rift Surge: Now only works on the next spell or ability, damage changed to 100 to 140% of weapon damage plus spell power times 2. 30 second cooldown. Now works on all bosses.

    Rift Storm: Now deals 100 to 140% of weapon damage plus spell power times 3 divided by the number of targets within range.

    Enhanced Burst: Now grants 3/6/10 seconds of uptime based on points spent on applying burst. Is now dispelled when burst applying it is dispelled (aka considered the same debuff).

    Strikes, Elemental Touch, Static Shock, and Stormblade: Now receive bonuses from spell power in addition to current scaling.

    Blade of Elemental Affinity: 60% of all damage dealt by the Riftblade is converted to healing on all party members within 50 meters of the Riftblade. This lowers the Riftblade's damage by that amount. Only works on Riftblade abilities.

    Avatar of the Rift: No longer increases scaling from attack power or boost burst damage. Now increases Spell power by an additional 10-30% of attack power and increases critical strike damage bonus on all riftblade abilities by 50%. Retains existing defensive aspects.

    Beastmaster:

    Bond of Alacrity: Now works in combat.

    Agile Footwork removed, Replaced with Here Kitty: Reduces the cast time of your Call Greater Primal Companion and Lesser Primal Companion by 10-50%.

    Tenacious Wounds: Your bleed damage is increased by 10/20% of your strength.

    Feral Sweep: Now deals 140% of Weapon damage plus 110 plus 200 Bleed.

    Tearing Slash: Now deals 140% of Weapon damage plus 125 plus 210 Bleed.

    Kinship: (Another ability like Bloodthirst that's good for leveling, but crappy for just about anything else). Re-worked: You and your pet gain an additional 50% of your bond bonuses for 15 seconds. 1.5 minute cooldown.

    Protective Instincts: Now increases health of all party and raid members by 15% for 5/12/20 seconds (based on attack points). 2 minute cooldown.

    Improved Protective Instincts Renamed Bloody Perfect
    : Your bleed tick an additional 1/2/3 times.

    Primal Senses renamed Stalking Death: Your primal companion can now achieve 1/2/3 levels of stealth and increases stealth detection while stealthed by 1/2/3 levels.

    Ties that Bind: Increases bonus health and armor of protective companion by 10/20/30%. Reduces penalty of Enraged companion by 10/20/30%.

    Spoils of the Hunt: Current Effect as well as clears all CC/Snares/stuns on you and your pet and makes you immune for 3/6/10 seconds. 1 minute Cooldown.

    Calming Influence: Cooldown removed. It's 44 points in.....srsly. Underpowered much?

    Low Level Appealing-to-DPS tank talents:

    VK:

    Ravenous Strength: This will obviously be overpowered as all hell if our scaling is fixed, hence it should only work with a shield equipped and the Vindicator Block-with-a-two hander talent should be updated to allow its usage just like how Planar blade buffs Rift Summon.

    Damage still buffed by RB on discharge.

    VK's get the AP > SP conversion, but it doesn't stack with Reaver's, RB's, or Pallies.

    Reaver:

    Scaling increased, damage still buffed by RB.

    I won't get into the tanking changes, because, to be honest, other than a Plague bringer puller for every tree, I actually love rift's warrior tanking.
    Last edited by Marrocco; 06-03-2011 at 12:00 PM.

  2. #2
    Ascendant Marrocco's Avatar
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    Add this to Beast Master:

    Fight As One: In addition to current effects, your Critical strikes allow you to instantly re-summon your Primal companion for the next 10 seconds. 1 Minute CD on the instant summon (Aura called HERE KITTY, KITTY, KITTY).

    Also:

    YOU CAN NOW DYE YOUR CAT!

  3. #3
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    More BM:

    Primal Recovery heal increased by 5% per bleed you have active. Removed from the GCD.

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    Ascendant Marrocco's Avatar
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    BM hit talent is now rating, not percentage.

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    Champion of Telara Fiasco3's Avatar
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    you're an idiot

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    Ascendant Marrocco's Avatar
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    Quote Originally Posted by Fiasco3 View Post
    you're an idiot
    compelling.

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    I really hate it when they force reset the points spent.

  8. #8
    Prophet of Telara
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    Um. No.
    For the most part I don't see the point of the changes, or they're just pretty much going to be too powerful in the end.
    1) Random changes to parry/block/dodge don't make sense... especially since you removed the bulk of the talents one would use to get over 20% parry anyway.
    2) Moving one of the few DPS accessible power regen talents that high in a tree pretty much kills any DPS soul that was trying not to go champ primary
    3) A lot of the abilities power increases would end up scaling too high with end gear.
    4) Why would you remove wrist strike? It's a very powerful ability for both pvp and pve... etc etc.
    Ceribaen, formerly of Nyx (D).
    Now residing on Seastone.

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    Ascendant Marrocco's Avatar
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    Quote Originally Posted by Caeldan View Post
    Um. No.
    For the most part I don't see the point of the changes, or they're just pretty much going to be too powerful in the end.
    1) Random changes to parry/block/dodge don't make sense... especially since you removed the bulk of the talents one would use to get over 20% parry anyway.
    2) Moving one of the few DPS accessible power regen talents that high in a tree pretty much kills any DPS soul that was trying not to go champ primary
    3) A lot of the abilities power increases would end up scaling too high with end gear.
    4) Why would you remove wrist strike? It's a very powerful ability for both pvp and pve... etc etc.
    1) Because Parry is capped out far too early by tanks due to strength from parry talents. Parry's 20% from strength and parry itself has a prohibitive hardcap. Block is too powerful and will yield binary encounters as more encounters come out. Meaning total lack of forgiveness and pretty much forcing any Warrior tank to take pally for Touch of Life since every other CD will be overcome by the fact that two hits without a heal will kill you. I am not the first to bring this up. You don't eliminate the stat, you introduce DR's to make it so you can control incoming encounter damage.

    2) Paragon got a new one, Riftblade has one already, that just leaves Beastmaster as possibly being power starved, but you can add one in there as well. I would argue having power recovery that low that only procs off crits means that energy is a non-issue if you stack crit, which is already being done because we don't scale off anything but crit at this point to be perfectly honest. Numerous tests are on this forum with white weapons naked and good weapons naked and white weapons fully equipped and good weapons fully equipped and all those plaques are not yielding enough. It's a grind that is ultimately not that great rewarding.

    3) Actually, not scaling off gear is worse. SLI is a bandaid. Rip it off. I actually nerfed us, I think in exchange for actually gaining noticeable damage as we gain gear. There's not 48% of buffs here. SLI is 48%. Hence, you do the math. Maybe pumping out actual finishers will benefit.

    4) Wrist Strike sucks in PVE. And in PVP Weapon Blow is more useful. Half the Cooldown, no reliance on being a follow-up. There's 0 point to tank talents in DPS trees. The Ascendant system is supposed to foster creativity in character customization. You want a disarm? Sink points in pally or Warlord. No need to ruin the Dual-wield warrior DPS tree with clutter.
    Last edited by Marrocco; 06-03-2011 at 01:05 PM.

  10. #10
    Prophet of Telara
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    Or maybe as a DPS player - you might want a disarm without having to use a shield, or dipping into warlord? Or even as a hybrid warlord/paragon/whatever - having two on command disarms is actually really useful when up against another melee player, even with DRs in place... you can essentially keep them disarmed for near 50% of the fight.

    When you're first hitting T1s, having a disarm is great for the solo strong elites. Not every talent in a DPS tree needs to be 'increase your damage' focused. IMO a 51 point build should be able to stand on its own to an extent and as a result there should be some utility talents in each tree. Wrist strike is one of those utility talents that are actually useful in paragon as it stands now.

    Pretty much, I'd say there's significantly too many major changes to what you're talking about in the paragon tree. If we do get changes, they need to start off as simple but measurable changes rather than a complete rework of the soul - because it's currently actually a viable soul up to 44 points pre-raid.
    So things such as initially moving Shifting Blades off the GCD, adding a deep root ability that reduces the GCD, making offhand damage apply to ability attacks, or root ability for an increase in autoattack damage past a certain point investment (ie 26 or 31 points) would be the changes I'd move for first in paragon.
    The fact it's a bit of a hybrid tree (a smattering of defense, some utility, some dps) is nice for solo and trash speed tank builds - and some of those proposed changes would completely destroy such builds.
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    Now residing on Seastone.

  11. #11
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    The best change here is the removal of SLI.

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    Ascendant Marrocco's Avatar
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    Quote Originally Posted by Caeldan View Post
    Or maybe as a DPS player - you might want a disarm without having to use a shield, or dipping into warlord? Or even as a hybrid warlord/paragon/whatever - having two on command disarms is actually really useful when up against another melee player, even with DRs in place... you can essentially keep them disarmed for near 50% of the fight.

    When you're first hitting T1s, having a disarm is great for the solo strong elites. Not every talent in a DPS tree needs to be 'increase your damage' focused. IMO a 51 point build should be able to stand on its own to an extent and as a result there should be some utility talents in each tree. Wrist strike is one of those utility talents that are actually useful in paragon as it stands now.

    Pretty much, I'd say there's significantly too many major changes to what you're talking about in the paragon tree. If we do get changes, they need to start off as simple but measurable changes rather than a complete rework of the soul - because it's currently actually a viable soul up to 44 points pre-raid.
    So things such as initially moving Shifting Blades off the GCD, adding a deep root ability that reduces the GCD, making offhand damage apply to ability attacks, or root ability for an increase in autoattack damage past a certain point investment (ie 26 or 31 points) would be the changes I'd move for first in paragon.
    The fact it's a bit of a hybrid tree (a smattering of defense, some utility, some dps) is nice for solo and trash speed tank builds - and some of those proposed changes would completely destroy such builds.
    I don't get this thought process, though:

    Way of the Wind is still in there and was buffed. Pretty much collapsing all the crap in the tree into a single root ability. I mean do you really need 11 points across 3 talents to bolster your parry rating?

    Isn't that excessive?

    To compound this, almost every PVP build spoken about on here subspecs tank in some fashion. Very few go pure dps. The "Gift" tank abilities probably have something to do with this.

    And I don't think the Warlord tree should be looked at is pure tank:

    It is support and can be if you don't buff Battlefield Awareness. Going 10 points is certainly useful for soloing and will also yield a nearly 5% buff to your health pool while giving you additional survivability via dodge, block, armor, or debuff.

    Basically, my counter to you is that 51 points in a DPS tree should be based around providing damage. Not creating a level 50 leveling build when you are already level 50. Especially when you are expected to have more than a single role by the devs themselves.

    Is it so hard to subspec tank?

    And I've tanked multiple rapid assault T2's. I did none of them (including DSM, the longest one) without speccing into Paragon. Those achievements should be looked at as something to do once you outgear an instance. If the entire group was in Leveling greens and just hit 50, guess what,

    They wouldn't be able to queue for the instance at all.

    A hybrid tree really doesn't have a ton of validity when you can actually spec hybrid!
    Last edited by Marrocco; 06-03-2011 at 01:29 PM.

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    Quote Originally Posted by kxizm View Post
    The best change here is the removal of SLI.
    I don't envy Trion if they do in fact try to do that. Removing that Band-Aid is going to hurt. They will have to re-work basically every single warrior damage coefficient there is.

  14. #14
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    Quote Originally Posted by Marrocco View Post
    I don't envy Trion if they do in fact try to do that. Removing that Band-Aid is going to hurt. They will have to re-work basically every single warrior damage coefficient there is.
    I agree, but I think it should be done. I'm not anti-SLI. I don't mind applying it every 13 seconds. But it severely trips up what trion has tried to do with souls. There are myriads of threads complaining about it and i dont want to turn this into another one.
    Bottom line: nothing in a specific tree should force you to take it to do a general job. For instance, if I want to be a tank, there are a number of combinations I can take, and not one soul do i /have/ to take. If I dont take a particular tanking soul over the others, i shouldn't feel gimped. And Trion did a good job with that on the tanking side. If I want to DPS, I should be able to choose from any combination instead of feeling gimped by not taking one in particular. SLI prevents this at this point.

    I don't think they'll change it, but it is nice to hope.

  15. #15
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    I disregard your changes because you said:


    Cornered Beast: Re-worked: For the next 10 seconds your abilities cause your target(s) to bleed for 25% of your strength over 10 seconds. Stacks up to 5 times. 2 minute CD.


    You dare remove my whirlwind!!!! My Barbarian smash you!!!

    Come on, do you even play two-hander? Cornered beast is THE reason to spec 51 champ (CB+Destroyers+physical dmg increase=mmmm) Try it sometime, 51 champ, 8VK, 7Para should max your strength and crit; in t1 dps gear I can do about 900 a tick on CB into the 1000s on crits using the epic polearm from t2 RD.

    Oh, and its AOE that you can move around..... so fun in PVP....Kick, Charge, CB, dead mage...(if they aint paying attn)

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