fury to arms?

Or just dont be jewish and buy hit pots?
 
I don't think ANY stat gain is negligible in the 19 bracket, especially as a warrior you gotta milk the stats more then ever.



I can't wait until I replace Chausses of Westfall with the BoA Leggings. Armor gain of 81, lose 5 Str but also gain 5 Stam 4 Crit & 4 Expertise. Giving a total of 7 Expertise if you're an Orc using BAR. It's gunna be insane
 
@adeus there is a ton of hit gear available to warriors. the best choice besides 2x demon band is 6 str 4 hit belt. there are also legs with 5 str 5 hit but that kinda sucks.



@everyone saying: "lol just charge the guy who is bandaging" obviously charge is #1 priority at all times if i'm not in combat and i'm not rooted AND charge is not on cooldown ... and what happens if someone is bandaging while you are rooted/slowed or you're in combat or charge is on CD? this exact situation has come up many times and i've always been happy that i've a thrown weapon equipped
 
Roots don't cause combat
 
BoA helm, most trusted, bravo signet.



That's the best way to cap and keep thrown. Personally I use thrown often and dislike capping hit with pots.
 
opps didnt even realize the armor gain

so its 1crit/1stam to 2str +5armor

idk i must say it is pretty tough to decide ill have to use both and see every little gain because u also gain parry with the str, ugh ill let you know every little stat later >.>

also i agree with you there turdel you should always have rend/ deep wounds on ur target
Or use sludge caked, at which point it's 1 agi vs 5 armor.
 
Or use sludge caked, at which point it's 1 agi vs 5 armor.

why would i ever use sludge caked > bedlam gun? i lose 1stam/crit/agi

lets say i decide to use thrown idk for a premade

so its bracers of most trusted(2str,4stam) and sludge caked(1crit/stam/agi) vs sparkmetal(4str,5stam) and BoA bow(2agi,1crit)

so now i gain the ability to break bandages and keep stealthies in combat but i lose > 5armor, 2str and now 1 agi

btw its 5am so if i forgot something plz let me know
 
99% sure this is false, either way can't charge when rooted



well guess what, you're wrong.



they changed how CC works in 4.2 i believe. roots dont cause combat - meaning you can drop combat while you're rooted. trinket the roots and boom you have a charge
 
well guess what, you're wrong.



they changed how CC works in 4.2 i believe. roots dont cause combat - meaning you can drop combat while you're rooted. trinket the roots and boom you have a charge

provide a source for this please. the only thing i can find that's even remotely close to what you are talking about is the entangling roots change in 4.2, it no longer causes DOT damage, but DOT damage never did cause combat in the first place (only the initial cast of the spell on the player causes combat). entangling roots is not the only root spell by the way, i was mostly talking about frost nova. i think i have been the victim of entangling roots one time in my entire life in the 19 bracket. the act of casting a spell on a player always causes combat, so casting roots on someone or hitting someone with a frost nova will cause them to enter combat (or prolong the combat timer if they are already in combat).



also now you're saying that instead of using a thrown weapon, you must rely on the fact that you have charge not on cooldown, you are out of combat, AND trinket is not on cooldown. i think i'll stick with the thrown weap.
 
provide a source for this please. the only thing i can find that's even remotely close to what you are talking about is the entangling roots change in 4.2, it no longer causes DOT damage, but DOT damage never did cause combat in the first place (only the initial cast of the spell on the player causes combat). entangling roots is not the only root spell by the way, i was mostly talking about frost nova. i think i have been the victim of entangling roots one time in my entire life in the 19 bracket. the act of casting a spell on a player always causes combat, so casting roots on someone or hitting someone with a frost nova will cause them to enter combat (or prolong the combat timer if they are already in combat).



also now you're saying that instead of using a thrown weapon, you must rely on the fact that you have charge not on cooldown, you are out of combat, AND trinket is not on cooldown. i think i'll stick with the thrown weap.





http://us.battle.net/wow/en/blog/2993743#general



Crowd Control



Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.



Feel free to try and disagree with me again. It's fun proving people wrong.
 
Whether or not sani is correct I'd still much rather use a thrown to break a bangae than a 5 min and 15 sec CD.



Realistically you can probably get by without thrown. I use thrown and I don't use itall that often, I would still prefer to have it available when it's needed though.
 
Whether or not sani is correct I'd still much rather use a thrown to break a bangae than a 5 min and 15 sec CD.



Realistically you can probably get by without thrown. I use thrown and I don't use itall that often, I would still prefer to have it available when it's needed though.



I agree compleyely and i even said i will end up with a thrown no matter what.
 
http://us.battle.net...2993743#general



Crowd Control



Many crowd control abilities no longer cause creatures to attack players when they are cast. The creature will not attack the player when the crowd control wears off, and nearby creatures will not become hostile to the player either. However, if a visible player gets too close to the target creature, the creature will remember and attack the player when the crowd control effect wears off. The intent is to make it easier for dungeon groups to manage crowd control assignments and pulling packs of hostile NPCs. The abilities affected by this change are: Hibernate, Entangling Roots, Wyvern Sting (will still cause hostility when it begins to deal damage), Freezing Trap, Polymorph, Repentance, Shackle Undead, Blind, Hex, Bind Elemental, Banish, Seduction.



Feel free to try and disagree with me again. It's fun proving people wrong.

i did read that and it doesn't say anything about combat, but ok, i guess it works that way in game. sorry, i would never expect that they'd change a core game mechanic and then not even point that out in the patch notes.
 
i did read that and it doesn't say anything about combat, but ok, i guess it works that way in game. sorry, i would never expect that they'd change a core game mechanic and then not even point that out in the patch notes.



I can confirm that in PvE entangling roots does not put you in combat. Being in combat works differently in PvE though, it is based on whether or not a mob has any threat against you.
 
pugs = bows/gun

premade(if i ever do one) = thrown

thats probably how I'll do it
 
I can confirm that in PvE entangling roots does not put you in combat. Being in combat works differently in PvE though, it is based on whether or not a mob has any threat against you.





@Meging: That was in the 4.2 patch notes...



@Riv: When my warrior was on Elune I was dueling some Balance druid. They started in stealth and popped out to entangling roots me. They starting casting something at me, but before they did I was able to trinket the roots and charge. They didn't understand why because I was supposed to be in combat, but roots no longer causes it in PvP either.
 

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