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Thanks for your yalls time and I hope I am in the the right place to ask. First things first, here is my toons info page. http://us.battle.net/wow/en/character/draenor/Aurgus/advanced . The question I have is this. On the Arms Warrior guide, it states the the stat priority for Arms Warrior is Mastery>Haste>Versatility>Strength>Crit . Then the first thing it says in the next paragraph is the following.
Strength is your primary statistic. You should look for it in all of your upgrades. It provides you with Attack Power, which determines the damage your abilities do.
Critical Strike provides additional damage to your attacks and abilities, and also increases your rage generated by auto-attack swings on successful critical strikes.
As a on and off again / returning player and all around general boob, I mean, NOOB lol, this is extremely confusing. I am already and almost done with my main Warrior quest, and I have so far chosen gear that focused on Mastery and Haste. But from that the guide says, I am doing it wrong?
Thanks again for your time , any help would be appreciated, and MUCH LOVE from Wisconsin :)
All Who Wander Are Not Lost :)
May is ahead of us and Blizzard published a list of events that await us in Azeroth in the upcoming month.
Don't forget to check out our "This Week in WoW" series (published every Tueday), where we preview all events in more detail on a weekly basis!
Time flies when you’re fighting the Burning Legion! May is already looming over us, much like the Sentinax looms over the Broken Shore. Despite the long shadow cast by this Legion ship, Azeroth’s champions fight on—and there are still bright moments ahead. Keep an eye on your in-game calendar for exact start and end times of the many events this month so you don’t miss a thing!
In Game Events
Children's Week (May 1 - 8)
Show an orphan what the hero’s life is like! Visit Orphan Matron Nightingale in Orgrimmar, Orphan Matron Mercy in Shattrath, or Orphan Matron Aria in Dalaran and make a child’s dream come true.
Battleground Bonus Event (May 2 - 8)
While this event is active, random Battlegrounds will award Honor at an increased rate. Glory awaits in the fields of battle!
PvP Brawl: Warsong Scramble (May 2 - 8)
Do you have a flag? Warsong Gulch has always been the scene of an epic capture-the-flag battle, but what happens when you can capture your enemy’s flag without having your own at your base? Find out when you step into this PvP Brawl! We’ve also added a few more power-ups to the field of battle to stir things up a bit. To win, your team will need to be the first to capture five flags.
Darkmoon Faire (May 7 - 13)
Meet Silas Darkmoon and his troupe, play games that test mind and nerve, and behold exotic sights from the four corners of Azeroth and beyond!
Legion Dungeon Event (May 9 - 15)
While this event is active, the final boss of each Legion dungeon awards an extra item when defeated.
Spring Balloon Festival (May 10 - 12)
The skies are clear; the wind is calm—it’s a great day for hot air ballooning. Hop into a hot air balloon, enjoy the scenery, and make some new friends!
Pet Battle Bonus Event (May 16 - 22)
While this event is active, your pets will earn experience at triple the usual rate! Get out there and battle!
PvP Brawl: Deepwind Dunk (May 16-22)
Can you even dunk? If you want to win this Brawl, you’re going to need to work on your skills because Dunkball has come to Pandaria. You’ll race to claim balls from the map’s center, or northern, or southern mines, take them to your enemy’s base, and then go for a magnificent long range shot or go all in for the dunk.
Cataclysm Timewalking Dungeon Event (May 23 - 29)
While this event is active, players level 86 or higher may access a special Timewalking Dungeon Finder queue, which scales players and their items down to revisit past dungeons from the Cataclysm expansion. While Timewalking bosses will yield loot appropriate for a player’s regular level.
Glowcap Festival (May 27)
Today, the sporelings of Sporeggar in Zangarmarsh hold their annual mushroom festival. Help them keep the great Fshoo alive as long as possible!
Arena Skirmish Event (May 30 - June 5)
While this event is active, Arena Skirmishes will award Honor at an increased rate. Will you answer the call to battle?
Thanks for the ride guys, I hope everyone luck in the future. Our guild will be finished here, it's been fun.
Tuning for Beast Mastery Hunters continues and Blizzard reverted changes made to Wild Call triggering. Dire Beast and Dire Frenzy will have two charges baseline The Mantle of Command (Legendary shoulders) will be changed to increase the proc chance of Wild Call.
Changes above should result in more Focus and a more fluid rotation for Beast Mastery Hunters.
Hi Beast Masters. We’ve been reading your feedback and trying different sets of changes for Beast Mastery Hunters internally and on PTR.
To start, we are reverting all 7.2.5 changes we’ve made so far to how Wild Call triggers. Instead, Dire Beast and Dire Frenzy will have 2 charges baseline. The Mantle of Command (legendary shoulders that currently add +1 charge to Dire Beast/Dire Frenzy) will be changed to instead further increase the proc chance of Wild Call.
Overall, this will result in more Focus for all Beast Mastery Hunters, resulting in a more active rotation. Additionally, this gives all Beast Mastery Hunters access to a Dire Beast/Dire Frenzy with 2 charges playstyle that is more engaging and fun, allowing you to make decisions on when to use the buttons, instead of feeling like you should most often simply push them on cooldown.
We’ve been trying other iterations of changes surrounding Dire Beast/Dire Frenzy and Wild Call, including increasing Dire Beast/Dire Frenzy Focus generation or versions that avoided changing the legendary shoulders drastically, but ultimately reached the conclusion that giving 2 charges to the abilities baseline, which many of you have asked for, was the best change for the spec at the current time. We appreciate your patience while we try different iterations on PTR.
We are also making a few other less major changes to the spec in the next PTR patch, including: Aspect of the Wild will reduce the global cooldowns of your damaging abilities by 0.2 seconds, allowing you to more reliably spend the Focus you’re generating while it's active, especially with Dire Beast/Dire Frenzy going off. Kill Command and Dire Frenzy will cause your pet/Hati to charge up to 40 yds (up from 25 yds) to the target, matching the max range of your ranged abilities. When your pet casts Dash, Hati will also gain Dash for the same duration.
Volunteer Guard Day micro-holiday is here and Blizzard continues to discuss 7.2.5 Brewmaster Monk / Discipline Priest class changes.
Volunteer Guard Day
/Salute a guard to receive the Volunteer City Guard buff. You will be periodically attacked by City Invaders. The buff persists through death. More details are included in our preview here.
Patch 7.2.5 Class Discussion
Class discussions are ongoing for Brewmaster Monks & Discipline Priest. If you've missed the previous round you can find it here.
Lots of great feedback here on the latest build so far. Thanks.
Spitfire - It's a fun playstyle option for people, but having both defensive (even without it being an increase to Hot Blooded, it's still more Elusive Brawler stacks) and offensive value (more Breath of Fires for damage), it's hard to fit it anywhere in the talent tree, and it complicates artifact trait values. We're going to just cut if for now (may return at some point in the future when it fits in better). Niuzao will return, and will simply deal more damage to make him competitive with the row.
Blackout Combo - Yeah, the 2sec rotation is problematic. Some people like the frantic gameplay, but we think other talent combinations deliver on that better anyway. The main problems with it are that it invalidates a ton of other talent choices, actually *reduces* rotational choice because you just combo everything instead of having to choose what you combo, causes energy capping issues, is a massive buff to the talent potentially upsetting talent balance, and is too fast-paced without any other contribution. We're going to return it to 3sec, where you can pair it with other GCD-filling talents to create the frantic playstyle if you prefer, without causing the above issues.
Hot Blooded and Dragonfire Brew - Baseline, Hot Blooded is very strong. 1% DR per bronze trait is already on the extremely strong side. The Legendary chest was created with Hot Blooded in mind as its defensive benefit. But that gets a little out of hand when we added 4th points to Bronzes, and you min/max relics, increasing it to the massively-OP level of 7% DR for a legendary. Then the 7.2.5 changes also add more Elusive Brawler stacks to that. We're going to adjust these two traits in order to better balance trait and legendary values: Dragonfire Brew will also increase the duration of Breath of Fire's DoT by 100%, giving it defensive value. Hot Blooded will now be active the whole time, instead of ~half the time without the Chest, and so is changing to 1% DR per point to compensate.
EDIT: Overall Tuning - As always, overall tuning happens late in the process. Don't worry about overall power level of Brewmasters when giving feedback on these changes.
I have a feeling there's a disconnect between how much the monk community value those elusive brawler stack and how the Developers value them.
First off, as said many times, dodge doesn't do anything VS magic damage or VS any kind of boss threatening ability as they are undodgeable even if physical (ex: spellblade annihilate).
From a mythic raider point of view, those dodge stacks hardly do anything, as bosses auto-attack (the only thing that's dodgeable) are the least threatening form of damage we have to face.
From a M+ dungeon point of view, those stack comes and go so fast nobody will notice the buff... having 100% dodge chance for 1 auto-attack out of the 5+ weak mob training you hardly change anything...
It's also one of the reason people hardly, if ever, use blackout combo to empower purify.
We value it based upon its actual real world value, not a theoretical worst case that doesn't actually exist. You should too.
Yes, Elusive Brawler does nothing against Magic/undodgeable damage. However, apart from some extremely niche situations like Star Auger, it's not that piercing damage alone that kills you; it's the combination of those and other damage that is dodgeable. Nowhere is this more true than on Brewmasters, where there is no spike damage, only smoothed total damage (which is mostly auto attack damage). Mastery drastically reduces the total damage you take, which is the only thing scary to a Brewmaster anyway.
Thanks for all the feedback. As I mentioned last week, there was a lot of rapid iteration going on so it was hard to give any detailed updates. This build is a more complete set of changes that seems to be going in a good direction, though there are still some issues to work out.
--Talent balancing. In particular, Evangelism is an idea we like, but finding serious competition for it as a raid talent might be hard. It probably needs to be against heavier hitters like Power Infusion (especially if that helps it be less of a one-note cooldown stacking build). There will likely be further iteration on talent arrangement to better accommodate the new additions.
--Mana. The spell whose cost is most important for balance purposes is Plea, because it is now the most efficient way to convert excess mana into Atonements. We reduced the cost so it would make more sense when compared against Shadow Mend and Radiance, but have to keep an eye on whether that leaves mana as a reasonable limiter on how much Atonement you can spread over the course of an encounter.
--Overall Atonement count. The changes in the last build helped fix a lot of mechanical issues, but also added a lot of raw power to the spec, particularly in terms of Atonement spread/uptime. And particularly Evangelism returns a lot of the burst-Atonement coverage that currently dominates Disc raiding. That's not necessarily a problem if everything else about the spec is working well, and it's good to continue having a bit of a niche that Disc is used to in Legion. But as discussed in my first post, if it's as easy to blanket the raid as it is on live, that limits the spec somewhat.
While this is something we'll monitor throughout PTR, especially with more internal and external raid testing, there is definitely a worry that in order to balance the spec at this point, the Atonement transfer % would have to go down, which is the opposite of the stated goal. We don't want to be in that position at the end of PTR when it's harder to make other changes.