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Protection Warrior 7.3

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9 hours ago, shaiken21 said:

I actually have a question about the updated guide.Pertaining to netherlight crucible it goes into the priority of the t2 paths but t3 it says "The Tier 3 upgrades priority has been discussed at the top of this page." but when you look at the top of the page there's nothing but the intro.Is there an updated priority or are we to just wing it as is?

It is discussed above the Tier 2 traits.

Quote

Defensively, you should mostly use the highest item level relic you have and simply make the best of the traits it provides you with. The exception to this is Bastion of the Aspects Icon Bastion of the Aspects, which is a trait you should try to get in all 3 of your relics, if at all possible. If you can combine this trait with  Icon Vrykul Shield Training or  Icon Dragon Skin, then that is a very solid defensive relic.

Offensively (especially for Mythic+), you can sacrifice item levels to make sure all 3 relics have both  Icon Rage of the Fallen and  Icon Thunder Crash.

Hope this helps.

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I'm pretty unsure if 4P T20 & 2P T21 is the way to go, i'm really sceptical . This is again based on (too) theoritical calulations as it was with the swing-timer for devestator. The one who did the calucations does some statements i can't subscribe. If someone likes to read up, here is the link:

https://bastionofdefense.com/tier21/

He's doing some calulactions based on "tanking-uptime". It's true, the 4P T21 does just help while we're tanking. But, is that much rage necessary while not tanking? And is it worth dropping ilvl (this also means less stamina)? There is also a good post on mmo-champion, where the 4P T20 & 2P T21 setup gets challenged:

http://www.mmo-champion.com/threads/2333666-Protection-Gearing-for-Antorus

Personally, i'm aiming for 4P T21 and will be playing bracers/gloves in raids, i really like the interaction so much.

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On 11/30/2017 at 12:29 PM, Allseye said:

He's doing some calulactions based on "tanking-uptime". It's true, the 4P T21 does just help while we're tanking. But, is that much rage necessary while not tanking? And is it worth dropping ilvl (this also means less stamina)?

I think the main use of the rage when not tanking is essentially a setup build - you are using AM and the insane amount of rage you generate to prepare yourself to essentially have as many defensive abilities ready before you start tanking again. While that extra rage is "wasted" on DPS while you aren't tanking, it's still lowering the CD of defensives so that they are up for your next tanking stint. I think a higher emphasis on AM in the guide while running the 4-20 and 2-21 would be worth mentioning, rather than putting HR first.

On dropping item level, that drop in stamina will be off-set by the increased amount of rage generated, as well as the increased uptime on CDs.

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I see the point, but i'm not convinced at all. Do i need that much CD-lowering outside tanking? - I think i dont. CD will already be much lowered with AM, even i dont wear 4-20/2-21.

Futhermore, I already do have enough rage to prepare and stack IP while not tanking. With that much rage, i really think i would overcap IP just to lower rage. Additonally, I would feel forced to use demoshout/shieldwall on CD, otherwise it's wasted rage because there is no CD lowering. Do i like this behaviour in case of survivability? - No, i dont. I like to smooth my inc.-dmg in special situations, there it is where i need my shieldwall to be ready. 

Next point: If i really have to focus on survivability i will run HR*. Or do you think we will be able to use demoshout/IP that much more to smooth our inc. dmg better than with higher SB-Uptime? And even when, does this overule the 4P T21 bonus?

So you see, even the math and numbers are correct, i think its too theoritical and not worth droping ilvl and 4P T21. But i'm really interested in your view, what do you think about my statements?

 

*There is one exception: if a fight is very magic-based. Then yes, this combination will be really interesting because i will run AM and rage-gain is very essential in our survivability. 

Edited by Allseye

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anyone know the weight for warrior protection why i have used raidbots.com and simulationcraft and do not hit the stats

I thank the attention!!!
 

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On 12/2/2017 at 2:48 PM, Allseye said:

Next point: If i really have to focus on survivability i will run HR*. Or do you think we will be able to use demoshout/IP that much more to smooth our inc. dmg better than with higher SB-Uptime? And even when, does this overule the 4P T21 bonus?

So you see, even the math and numbers are correct, i think its too theoritical and not worth droping ilvl and 4P T21. But i'm really interested in your view, what do you think about my statements?

Revisiting this - I think the ability to put out ~14-second cooldown Demo Shouts is huge, even when you aren't tanking. It's a debuff that helps your OT as well. This can free up cooldowns from healers etc., should you need it or anyone else in the raid. You can also look at giving yourself 1, even 2, complete uses of Shield Wall, should you have a fight that is long enough. On a ~3 minute fight, you can probably grab an extra use.

From what I've seen from our Warrior tank (has 4-20/2-21), he's loving it and has had no difficulty at all staying alive while using things on CD (he delays occasionally based on whether it will impact the number of casts in the fight).

Have you had a chance to play with it?

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On 12/6/2017 at 2:08 AM, Arkanigth said:

anyone know the weight for warrior protection why i have used raidbots.com and simulationcraft and do not hit the stats

I thank the attention!!!
 

You can't really generate stat weights for Prot, sorry. Only for their DPS output, not survivability. 

You'll basically just prioritise item level outside of set pieces, then look for Haste > Mastery >= Vers > Crit.

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4 hours ago, Blainie said:

Revisiting this - I think the ability to put out ~14-second cooldown Demo Shouts is huge, even when you aren't tanking. It's a debuff that helps your OT as well. This can free up cooldowns from healers etc., should you need it or anyone else in the raid. You can also look at giving yourself 1, even 2, complete uses of Shield Wall, should you have a fight that is long enough. On a ~3 minute fight, you can probably grab an extra use.

From what I've seen from our Warrior tank (has 4-20/2-21), he's loving it and has had no difficulty at all staying alive while using things on CD (he delays occasionally based on whether it will impact the number of casts in the fight).

Have you had a chance to play with it?

Unfortunetly not, loot was not friendly to me. But even when, my T20setpieces are pretty low (because my guild is not raiding mythic). I would have to sacrifice up to +40ilvl - and thats too much. If your warrior is running with t20 mythic gear, it is not that a big loss. Well then it is much more interesting than it is in my case.

Oh, i  understand that it must be really fun to play with that much BC/Demoshout :-). But i dont think it's a real improvement in survivability. 

You say demoshout helps my OT as well...in what kind does it? As i know it just reduces MY dmg taken, it was in earlier versions where it reduced dmg in general. But yeah, maybe i'm wrong :-). 

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so basically how much higher is the better ilevel? more if you have 2 items of ilevel equal what would win would be the one that has followed mastery by?
 

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18 hours ago, Allseye said:

Unfortunetly not, loot was not friendly to me. But even when, my T20setpieces are pretty low (because my guild is not raiding mythic). I would have to sacrifice up to +40ilvl - and thats too much. If your warrior is running with t20 mythic gear, it is not that a big loss. Well then it is much more interesting than it is in my case.

Oh, i  understand that it must be really fun to play with that much BC/Demoshout :-). But i dont think it's a real improvement in survivability. 

I think it also depends on the boss you're tanking. It's a major improvement on Hounds (you're always tanking something), High Command (can be on boss or adds), Eonar kind of, Hasabel (always tanking something), Imonar kind of (tanking for 1 minute intervals between side swaps), and so on.

On most Antorus bosses, you spend enough time tanking something that I do think it ends up being worth it. On some of them, it's just due to long tanking periods meaning you have a long time to spend those CDs, but on others, like Hounds/Command, you can literally spam things on CD.

18 hours ago, Allseye said:

You say demoshout helps my OT as well...in what kind does it? As i know it just reduces MY dmg taken, it was in earlier versions where it reduced dmg in general. But yeah, maybe i'm wrong :-). 

Forgot they turned it into an Honor Talent, sorry!

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On 12/29/2017 at 4:59 PM, Arkanigth said:

I'm with 19k of hast 51% Will not that be much or will I keep looking for more? Do not have a cap to hast? Someone can help me D:
 

If you're hitting a point of 100% uptime on Shield Block, you can start to ignore Haste, but don't drop below 100% uptime. Also, do it as you feel comfortable. If you like playing with more Haste, you can keep taking it. It's still a very good stat.

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Thanks 4 this work and give a overview. I just got some remarks where i think it has to reviewed:

  • Abilitly changes of Ignore Pain is incomplete. Its not that its reduced dmg has changed from 90% to 50%. Its rage-cost has been adjusted, it always costs 40 rage and its absorbed dmg so is consistent (doesn't scale with rage invested). As far is i heard, the maximum of absorbed dmg has also been adjusted (but this i'm not sure and i can't provide a source).
  • In my calculation, Vengeance is not really helpful in kind of survivability. In chapter 7.3 it's recommended to cast Revenge before IP. But is this really true? We should mean it is, then otherwise vengeance doesn't make sense. But here is my problem, just with a bit of math: Cost of IP and Revenge is reduced by 33% if you wave it. This means: IP cost is 26.8 and Revenge costs 20.1. In case of survivability, to cast one IP we have to invest 26.8 + 20.1 rage, which leads to 46.9 rage. This is more, than we just cast IP without weaving Revenge. This means, Vengeance just helps, if Revenge is a freeproc, then you will save 13.2 rage (33% of 40 rage). Now you can say: well, revenge can reset Shield Slam (SS), so there is a suvivability benefit for weaving it (and get more rage due to SS resets). And I say no, it's not. Because when we pick Vengeance, we can't pick Devestator. We can cast Devestate instead of Revenge and have the same chance to reset SS.

    So here is my conclusion for Vengeance: the recommendation to cast Revenge infront of every IP is wrong (for suvivablilty - but for DPS we won't even pick it). We should cast Revenge just to dump rage or we have a free-procc. There is no rotation-adjustment we play with Vengeance. Survivabilitywise (and DPS-wise too) Booming Voice is the go to talent. Devestator can be usefull if our rotation gets CD-looked due to too much rage (so we can "spam" Revenge and get more SS resets). Vengeance is something in between and i'm not even sure if its even better than Devestator survivabilitywise.

What do you think? Did i forget a mecanic that will justify your chapter 7.3?

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On 6/29/2018 at 11:09 AM, Allseye said:

What do you think? Did i forget a mecanic that will justify your chapter 7.3?

So, I ran this by Marok and this is a quote of what he responded with:

Quote

He's correct about IP in that I didn't mention the cost adjustment or the new cap, which is my mistake. I'll get that fixed ASAP.

So, first point, you're right. That'll be updated. On the Vengeance point, he said this:

Quote

He's not correct about Vengeance. His basis is correct, but the conclusion he came to is not. It's worth forcing Revenge where you normally wouldn't cast it because when Free Revenges and Shield Slam resets are taken into account, the average cost of a "Vengeance rotation" (Rev + IP), is less than 40. The rage savings Vengeance provides is vastly better than BV. From a pure survivability standpoint Vengeance is better. I actually just finished up a spreadsheet and part of it is looking at exactly that.

https://docs.google.com/spreadsheets/d/1nWJbJFR-a2hjG5C3p_Oi8aumGxQx9PD2sdoMFViJyck/edit#gid=0 

Hopefully this clears some stuff up for you!

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15 hours ago, Blainie said:

So, I ran this by Marok and this is a quote of what he responded with:

So, first point, you're right. That'll be updated. On the Vengeance point, he said this:

Hopefully this clears some stuff up for you!

Thx a lot for your and maroks response. I really appreciate it, this is a cool work he did! I just had a short look into the spreadsheet. In my opinion, there are some errors which leads to to high rage-savings with vengeance. I could not take a deeper look yet, but as far as i can see, these points are wrong:

- avg. cost of cast. As he mentioned, the cost arent adjusted. It will lead to lower number due to cost of IP are reduced from 60 to 40. This means lower effectiv rage-savings due to %-based reduction. 

- there are considered rage savings due to SS-proccs. This is no longer true (already stated this in my post before). We can't use devestator with vengeance, there is no gain in SS-proccs when using Revenge because its not an addiotional cast. You just cast it instead of Devestate. 

- if you like to compare vegeance with demo shout in term of survivabilty, you have to take into account that demoshout reduces the inc. dmg. You would have to calculate the needed amount of rage to absorb this dmg with IP. This gets even worse when thinking about hardhitter and multitarget tanking. I wouldn't take this into account in the spreadsheet, but keep this in mind. 

- calc. of rage-saving. There is a 70 rage to compare with in the spreadsheet (cell L31). In term if survivavilty, there should be a 40.

If i find some time i will adjust the spreadsheet in this direction and see, how numbers gonna look alike :-). Evtl. I'm wrong, but it seems to me vengeance will not nearly perform that good.

I'm looking forward to yours and maroks thougths ?

Update:
Shit, wrote a whole Story and then lost my text. To Keep it short, here is my spreadsheet how it should look in my opinion:

https://docs.google.com/spreadsheets/d/1MEVNVcYxxqWYot0bzN8Gwx89WdMHJoX9PI4i-pQFd3E/edit#gid=0

Vengeance has by far the worst RPS.

Edited by Allseye

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On 7/3/2018 at 7:25 AM, Allseye said:

snip

Thank you for the feedback. You are correct in that I was incorrectly valuing Rage savings with Vengeance. That's been fixed and the suggested talent on that tier is now Booming Voice. You should see those changes reflected on the BfA page soon.

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This guide will be updated for the release of the pre-patch of Battle for Azeroth in the next few days. We are aiming to have every guide deployed prior to the patch going live.

Please note that a new feedback thread will be created for the new guide, meaning that this one will be archived. Any feedback you have for the new guide should be placed in the new comment thread.

Thank you all for your patience and we are working to get the new guides up as soon as possible.

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Guest Azzabaza

Seems the Prot war talents are out of date?

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1 hour ago, Guest Azzabaza said:

Seems the Prot war talents are out of date?

What do you mean? These are the pre-patch talents.

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      Sun King’s Blessing is a powerful and exciting capstone that Fire Mage players have been utilizing heavily for quite a while. We like the Sun King’s Blessing / Unleashed Inferno capstone choice node, but recognize that Unleashed Inferno still has some gaps to close, particularly in AOE.
      By increasing the stack requirement of Sun King’s Blessing to 10 and increasing Unleashed Inferno’s effectiveness in AOE, we’re hoping that the two talents can better coexist as a meaningful choice when going into an encounter.
      Maintenance Buffs
      Fire’s array of maintenance buffs has been a sore spot in Dragonflight, and its something we’re looking to address moving forward-- especially given the addition of the Aberrus tier set as talents in the Fire tree.
      Firemind is our first removal, but we’re also being sensitive to the fact that Firemind didn’t require you to play around it very much, so its removal might not be doing much to simplify the landscape of Fire’s maintenance buffs.
      We’re also simplifying Improved Scorch’s damage amplification effect to be less punishing when its dropped, but also allowing it to be opt-in complexity. Fire Mages who want increased execute damage without the addition of another maintenance buff should look towards Down in Flames, a new choice node against Improved Scorch.
      Feel the Burn is on our radar, but its output is impactful enough that it serves as a great way to express skill for Fire Mages who have mastered its gameplay. New talents along with effects from the Frostfire and Sunfury trees are increasing player’s access to Fire Blast and Phoenix Flames, so keeping Feel the Burn up should be easier than ever before.
      That’s all for this update. We’re excited to read all of your feedback on the new Fire talents!
      And here are the specific changes from the development notes:
      Fire (Source)
      Fire Fuel the Fire is now baseline New Talent - Lit Fuse: Consuming Hot Streak has a small chance to grant Lit Fuse. Lit Fuse makes your next Phoenix Flames apply Living Bomb to up to three targets. Living Bomb explodes after 2 sec, dealing damage to the target and up to 5 nearby enemies. Up to 5 enemies hit by this explosion gain Living Bomb, but this effect cannot spread further. New Talent - Explosive Ingenuity: Consuming Hot Streak has a higher chance of granting you Lit Fuse. Living Bomb damage increased by 50%. New Talent - Down in Flames (Choice node with Improved Scorch): Scorch deals 300% damage to targets below 30% health. New Talent - Quickflame (Choice node with Flame Patch): Flamestrike damage increased by 25%. New Talent - Focused Fury: Living Bomb deals more damage the fewer targets it hits, up to 300% at 1 target. New Talent - Mark of the Fire Lord: Flamestrike and Living Bomb apply Mastery: Ignite at 100% increased effectiveness. New Talent - Spontaneous Combustion (Choice node with Improved Combustion): Casting Combustion refreshes up to 3 charges of Fire Blast and up to 3 charges of Phoenix Flames. New Talent - Charring Embers: Phoenix Flames applies Charring Embers to all enemies it damages, increasing their damage taken from you by 5% for 12 sec. New Talent - Fire’s Ire: When you’re not under the effect of Combustion, your critical strike chance is increased by 2.5%. When you’re under the effects of Combustion, your critical strike damage is increased by 2.5%. Two-rank talent. New Talent - Explosivo: Casting Combustion grants Lit Fuse. While under the effects of Combustion, consuming Hot Streak has a substantially increased chance to grant you Lit Fuse. New Talent - Blast Zone: Lit Fuse can now apply Living Bomb to up to five targets. Living Bombs can now spread to eight enemies. New Talent - Ashen Feather (Choice node with Majesty of the Phoenix): If Phoenix Flames hits only one target, it deals 50% increased damage and applies Ignite at 100% effectiveness. New Talent - Majesty of the Phoenix (Choice node with Ashen Feather): When Phoenix Flames damages 3 or more targets, your next 2 Flamestrikes have their cast time reduced by 1.5 sec and their damage is increased by 20%. Fervent Flickering has been redesigned: Now reduces the cooldown of Fire Blast by 2 sec Controlled Destruction has been redesigned: Damaging a target with Pyroblast increases the damage it receives from Ignite by 2%. This effect stacks up to 25 times. Developers’ notes: This talent is currently stacking past 25. This is not intentional and will be corrected in a future update. Improved Scorch has been redesigned: Casting Scorch on targets below 30% health increases the damage the target takes from you by 5% for 12 sec. This effect stacks up to 2 times. Flame Accelerant has been redesigned: Every 12 seconds, your next Fireball, Flamestrike, or Pyroblast has a 40% reduced cast time. Unleashed Inferno has been redesigned: While Combustion is active your Fireball, Pyroblast, Fire Blast, Scorch, and Phoenix Flames deal 50% increased damage and reduce the cooldown of Combustion by 1.25 sec. While Combustion is active, Flamestrike deals 25% increased damage and reduces the cooldown of Combustion by 0.25 sec for each critical strike, up to 1.25 sec. Convection has been redesigned: When a Living Bomb expires, if it did not spread to another target, it refreshes its duration. A Living Bomb can only benefit from this effect once. Pyromaniac has been redesigned: Casting Pyroblast or Flamestrike while Hot Streak is active has an 8% chance to repeat the spell cast at 100% effectiveness, but the copied spell cannot contribute to Hot Streak. This effect counts as consuming Hot Streak. Phoenix Reborn has been redesigned: When your direct damage spells hit an enemy affected by Charring Embers 20 times, the damage of your next 2 Phoenix Flames is increased by 200% and they refund a charge on use. Call of the Sun King is now in Gate 1 Searing Touch has been removed. Searing Touch’s critical strike threshold functionality is now baseline to Scorch. Improved Scorch’s movement speed increase is now baseline to Scorch. Incendiary Eruptions, Firemind, and Tempered Flames removed. Firestarter, Intensifying Flame, Inflame, Controlled Destruction, Wild Fire, and Flame Accelerant are now in Gate 2. Flame On is now 1 point and no longer reduces the cooldown of Fire Blast. Critical Mass is now 1 point. Wildfire is now 1 point. Conflagration has been removed. Fevered Incantation is now 2 points Sun King’s Blessing now grants Sun King’s Fury after consuming 10 Hot Streaks. Hyperthermia now has an activation overlay.
    • By Staff
      The Earthen join the Allied Race roster in this week's War Within Alpha build! Blizzard detail their current Alpha experience, as well as their racial abilities and future plans.
      Earthen (Source)
      Greetings, Alpha testers!
      With today’s Alpha update, testers can all rock the Earthen first hand.
      First, some context.
      To get right into the action, new Earthen on the Alpha bypass their starting quest experience. We also have abilities that are in the final stages of design but aren’t quite ready in terms of visuals or corner-case functionality. If you’d like a higher level experience, you can create a template character using an Earthen, but in this release, we’re particularly looking for your impressions of the extensive customization options the Earthen have to offer. Feel free to show us your awesome creations!
      We’re also looking for your thoughts on the set of racial abilities we’ve imbued in our rocky friends.
      Earthen’s active ability is Azerite Surge, an empower spell which has the following effects:
      (We’re still working on the visuals for this spell, so expect to see changes in the near future as we refine it.)
      Azerite Surge–
      Draw upon your inner strength. Release to invoke the power of Azerite, dealing $s1 Fire damage. Empowering has the following effects: Stage 1: Deals Fire damage to enemies. Stage 2: Heals allies for a moderate amount. Stage 3: Deals additional Fire damage to the highest health enemy. Additionally, Earthen have four other characteristics/traits:
      Ingest Minerals – You are always Well Fed, but cannot consume food. Activate Ingest Minerals to consume a gem and change the benefit granted to you by Well Fed. Hyper Productive – Increases Finesse, which increases the chances of gathering additional materials. Titan-Wrought Frame – Base armor from items is increased by a moderate amount. Wide-Eyed Wonder – When you gain experience for exploring a location, gain additional exploration experience. Please let us know what you think in this thread. Thank you!
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