Warrior DPS Compendium

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Warrior DPS Compendium

Beitragvon seasick » Do 20. Dez 2012, 08:56

Common DPS specs:
17/44/0 - Dual Wield Fury
Talents

33/28/0 - PvE Arms
Talents

21/40/0 - 2h Fury (less common spec, but relatively viable for PvE dps as a second or third dps warrior)
Talents

Variations of these builds are generally based on guild setup. More than one dps warrior in a guild with Improved Demoralizing Shout/Improved Thunderclap is not necessary so some builds may include more points in Deflection/Iron Will vs Improved Thunderclap or Unbridled Wrath instead of Improved Demoralizing Shout. Other variations can be found based on personal preference, switching Improved Disciplines for Improved Intercept for PvP purposes etc. To be noted however that all guilds should have at least one warrior with Improved Demoralizing Shout and Improved Thunderclap. In general, the numbers stay the same: 33/28/0 for Arms PvE, 17/44/0 for Fury PvE.*

It's believed that 3 points in Unbridled Wrath with a 3.5 or slower weapon is enough to generate 1 additional rage on every attack, or close enough to every attack that the 4th point would not be worth it. Hence 2/5 Demoralizing Shout, 3/5 Unbridled Wrath is "better" than 5/5 Unbridled Wrath for an Arms warrior. (Under investigation)

Two points in Improved Demoralizing Shout is enough to reduce a boss's Attack Power to 0 unless Curse of Recklessness is up. If your guild uses Curse of Recklessness, then 5 points is needed.

Sword Specialization > Poleaxe Specialization > Mace Specialization for PvE.

*Some testing being done on 26/35/0 as opposed to 17/44/0 for PvE.


Stats:
Depending on gear level and current items, stat priority is:

<9% hit and <6.25% Dodge reduction
Expertise/Hit > Crit/AP/Armor Pen > Haste

>9% hit and <6.25% Dodge reduction
Expertise > Crit/AP/Armor Pen > Haste/Hit

>9% hit and >6.25% Dodge reduction
Crit/Ap/Armor Pen > Haste/Hit (Expertise yields no dps increase past the cap)

Expertise caps out at 6.25%* with no talents or racials. Hit soft caps at 9% with no talents.

Higher levels of AP yield more benefit from additional Crit/Armor Penetration and vice versa.

Only reason to gem for hit is if you're under 9%, otherwise take items that have the best distribution of dps stats. Despite what the rogues tell you, leather is fair game.

Under 9% hit, talents included, Hit yields the highest dps increase.

Hit Rating requirements are:
142 hit rating with 0 points in Precision
127 hit rating with 1 point in Precision
110 hit rating with 2 points in Precision
95 hit rating with 3 points in Precision

Rating Conversion:
15.77 Hit Rating = 1% Hit
3.9423 Expertise Rating = 1 Expertise = -0.25% Dodge/Parry
22.08 Crit Rating = 1% Crit
15.77 Haste Rating = 1% Haste
1 Strength = 2 Attack Power
33 Agility = 1% Crit

In general Strength > Attack Power purely because of Blessing of Kings affecting Strength and not raw Attack Power.
Crit Rating > Agility, despite the fact that Agility scales with Blessing of Kings. The amount of Agility needed for 1% Crit makes it too expensive to stack in comparison to Crit Rating.

Expertise can be treated similarly to Hit when under 4.25% Dodge reduction (2% free from talents) most players however don't see it as mandatory as Hit under 9% is seeing as it's harder to obtain. Humans using Swords/Maces and Orcs using Axes gain an additional 1.25% expertise, so the "cap" is 3%. Also note that Expertise Rating rounds down, partial amounts of Expertise do nothing. The "cap" therefore would be 25 Expertise.

Expertise Rating "requirements":
No racial, No talent: 99 Expertise Rating
Human/Orc racial, No talent: 79 Expertise Rating
No racial, 1/2 talent: 83 Expertise Rating
No racial, 2/2 talent: 68 Expertise Rating
Human/Orc racial, 1/2 talent: 64 Expertise Rating
Human/Orc racial, 2/2 talent: 48 Expertise Rating

* Expertise still doesn't have a definitive cap per se, but due to extensive discussion on the topic it's been accepted that shooting for 6.25% dodge reduction is optimal. If the cap is slightly over 6.25%, it's not worth itemizing to get that tiny bit less dodge when Expertise only comes in chunks of 0.25%. The other hypothesis is that Expertise is impossible to cap completely and functions similarly to the spell hit cap, where there will always be a small percent chance that the boss will dodge, regardless of your Expertise. In either case, shooting for 6.25% dodge reduction brings you as close to the cap without overshooting, if there is a cap.


Armor and Armor Penetration:
Armor Penetration is a unique stat in that it is the only stat to scale with Increasing Returns as opposed to Diminishing Returns. More Armor Penetration yields more % increase in damage until the target's armor reaches 0. Soft cap for Armor Penetration (ArP from here on out) is roughly 1350 for T6 level bosses with all armor reducing debuffs and Executioner enchant.

The formula for damage reduction via armor for a mob over level 60 is:
DR% = Armor / (Armor - 22167.5 + 467.5 * MobLevel)
Where MobLevel is the level of the attacker. TBC bosses generally have either 6200 armor or 7700 armor*, so I'll use 6200 for simplicity:
DR% = 6200 / (6200 - 22167.5 + 467.5 * 70)

DR% = 0.36998 = 36.998% damage reduction.
Debuffs on a boss reducing armor can be maximized to:
2600 (Sunder Armor)
610 (Faerie Fire)
800 (Curse of Recklessness)
Total: 2190
2190 / (2190 - 22167.5 + 467.5 * 70) = 17.180% damage reduction.
From here, 200 ArP translates to:
1990 / (1990 - 22167.5 + 467.5 * 70) = 15.860% damage reduction :: or a 1.594% damage increase.
A further 200 ArP would translate to:
1790 / (1790 - 22167.5 + 467.5 * 70) = 14.497% damage reduction :: or a 1.620% damage increase.
As you can see, while the amount of ArP gained was the same for both scenarios, the damage increase itself increases as the target's Armor approaches 0. Thus ArP exhibits increasing returns as opposed to diminishing returns.

*
Actual Table for TBC bosses:

Serpentshrine Cavern:
Hydross the Unstable: 7700
The Lurker Below: 7700
Leotheras the Blind: 7700
Fathom-Lord Karathress 6200
Morogrim Tidewalker: 7700
Lady Vashj: 6200

Tempest Keep:
Void Reaver: 8800
High Astromancer Solarian: 6200
Al'ar: 7700
Kael'thas Sunstrider: 6200

Hyjal Summit:
Rage Winterchill: 6200
Anetheron: 6200
Kaz'rogal: 6200
Azgalor: 6200
Archimonde: 6200

Black Temple:
High Warlord Naj'entus: 7700
Supremus: 7700
Shade of Akama: 7700
Teron Gorefiend: 6200
Gurtogg Bloodboil: 7700
Reliquary of Souls:
- Essence of Suffering: 0
- Essence of Desire: 7700
- Essence of Anger: 7700
Mother Shahraz: 6200
Illidari Council:
- Gathios the Shatterer: 6200
Illidan Stormrage: 7700


Notice that all but 2 of the bosses have either 6200 or 7700 armor. A similar pattern occurs in the trash mobs: 5475/5700/5950 or 6800/7100/7400 for level 70/71/72 mobs. In terms of percentage reduction, these values result in either 34.15% or 39.15% armor reduction vs attackers of the same level as the mob.


Hit Table:
Miss - 28% (9% for specials or when not dual wielding)
Dodge - 5.6% (see below)
Parry - 0%*
Glancing - 25% (25% vs a mob 3 levels above you, unchangeable)
Block - 0%*
Critical - Varies (this varies from player to player)
Crushing - 0% (players cannot Crush)
Normal Hit - [100% – {Miss + Dodge + Parry + Glancing + Block + Critical + Crushing}] (this is the leftover)

*Not actually 0%, but for all intents and purposes mobs cannot Parry nor Block attacks made from behind, which is where you should be dps'ing from.

That's the priority for attacks. Players cannot land Crushing Blows, mobs cannot land Glancing Blows. Mobs can't Parry or Block from behind, which is where your melee dps should be done. Dodge is assumed to be 5.6% for most bosses. Important to note that additional +hit does NOT increase your chance to land a Normal Hit, but rather DECREASES your chance to Miss.

In this fashion, under extreme circumstances you can become "crit capped" where additional Crit will not increase your chance to land a Critical Strike. This occurs if the total value of the options above Critical Strike on the attack table become sufficiently high as to reduce the possible Crit below it's normal value. Example:

Miss - 28%
Dodge - 5.6%
Parry - 0%
Glancing - 25%
Block - 0%
Critical - 50.5%
Crushing - 0%
Normal Hit - 0%

Under these circumstances, Crit will be capped at 40.5% even though you have a 50.5% listed chance. This is because the total cannot be more than 100%. 100% - (28% + 6.5% + 0% + 25% + 0%) = 41.4%. For most sensible levels of gear and under most circumstances, you will not reach the crit cap unless affected by something along the lines of Recklessness which would grossly inflate your Crit chance.


Flurry:
Contrary to popular belief, 33% chance to Crit will not guarantee 100% Flurry up-time, not even close. A relatively close formula to calculate Flurry up-time is:
1 - ( 1 - c ) ^ x
Where 'c' is your Crit chance expressed in decimal (i.e: 35% crit = 0.35) and 'x' is the number of attacks made in one cycle of Flurry (3 from auto attack swings, and generally one additional from instant attacks; 4 is a commonly used number).

Example: 35% crit yields
1 - ( 1 - 0.35 ) ^ 4 = 0.8215 which translates to 82.15% Flurry up-time.
Crit past 33% will of course increase your Flurry uptime, any amount of Crit under 100% (or the crit cap) is less than 100% Flurry up-time, and therefore additional Crit will increase your up-time. It is important to note that while additional Crit will increase Flurry up-time, it is subject to diminishing returns. The amount of Flurry up-time gained going for 1% crit to 11% crit is much greater than going from 40% to 50% (in both cases an increase in 10% Crit chance).


DPS Rotations:
17/44/0
>20%:
Keep it simple, Bloodthirst and Whirlwind should always be on cooldown. Heroic Strike if rage is over 60 and Bloodthirst and Whirlwind are both on cooldown. Heroic Strike is primarily a rage dump, use it to keep your rage under 100 and still maintain the rage required to keep Bloodthirst and Whirlwind on cooldown. In terms of priority: Bloodthirst > Whirlwind > Heroic Strike. Commonly referred to as 3xBT, 2xWW cycle. (3 Bloodthirst = 18 seconds, 2 Whirlwinds with 1 point in Improved Whirlwind = 18 seconds). Refresh Rampage with as few seconds left on the buff as possible while at the same time not letting the buff run out. 6-7 seconds left is a generally a good time to start looking for an opportunity to rebuff.
<20%:
Execute on every global cooldown if possible, at a certain point of Attack Power (see FAQ for exact values) Bloodthirst deals greater damage per 30 rage than Execute. Under these circumstances, Execute on every global cooldown and if your rage spikes up past 30 while on the global cooldown, use Bloodthirst.

33/28/0
>20%
Slam is an important part of this spec's dps. Slam resets your swing timer so it's best timed directly after a white hit (in order to minimize time wasted on a reset swing). Get an addon such as Quartz to help if you have latency problems, practice on some Blasted Lands mobs for Slam timing. Learn to use Slam. Generally this cycle is:
Auto -> Slam -> MS -> Auto -> Slam -> WW -> Auto -> Slam -> MS -> Auto -> Slam -> Instant
Battle Shout or Demoralizing Shout for example can be used as the last instant in the rotation. This rotation is commonly referred to as 4xSlam, 2xMS, 1xWW. One thing to note about Slam usage, if your attack speed goes below 2.5 seconds, drop Slam from your cycle and use Heroic Strike to manage your rage. Another option is to simply Slam only when Mortal Strike and Whirlwind are both on cooldown. This requires some practice and a feel for the play-style.
<20%
In most cases, your dps will be better under 20% if you continue with the 4xSlam 2xMS 1xWW cycle and ignore Execute, or slap Execute into that last instant spot. Some warriors prefer to switch to two fast weapons and Execute spam as normal. In the end it comes down to personal preference. Mobile fights will likely favor Execute spamming however.

21/40/0
For all intents and purposes this uses the same rotation as 33/28/0, utilizing Slam. The only difference is this build has 5/5 Flurry as opposed to 3/5 thus making it much more prone to dropping your attack speed below 2.5 seconds. Also, of course, this build uses Bloodthirst in place of Mortal Strike.


Cooldowns:
Use them, use them in conjunction with each other if possible. Using short cooldowns such as trinkets or Deathwish as soon as possible in the fight allows them to cool down sooner and become ready for use again later on in the fight. Cooldowns used in conjunction with each other will always yield higher dps than cooldowns used consecutively. Take this example:
Recklessness guarantees most of your attacks for the next 15 seconds will be critical strikes.
Heroism increases your attack speed by 30% for 40 seconds.

Used in conjunction with each other, you get 30% more attacks that are nearly guaranteed by Recklessness to crit if they land .This inflates the value of Recklessness by 30%. Note that Recklessness is still subject to the crit cap and Attack Table.
Used consecutively, each buff yields only it's own dps with no added value. Recklessness is 15 seconds of near 100% critical strike chance, Heroism is 40 seconds of 30% faster attack speed.

If possible, time your Recklessness/Deathwish/Trinket/Haste Potion/Insane Strength Potion with your shaman's Heroism. If you don't have a shaman, try and time your Deathwish/Trinket/Haste Potion/Insane Strength Potion to coincide with each other. While this is true for coinciding Haste and Static DPS increases, it is not true for only Static DPS increases. i.e: Timing Berserker's Call and Insane Strength Potion will yield no additional dps beyond what they provide on their own. This is because both buffs statically add to your Attack Power, neither has a percentage value (like Deathwish, Haste Potion, Heroism or Recklessness).


Consumables:
[Flask of Relentless Assault]: (2 hours, persists through death)
[Elixir of Major Strength]: (1 hour)
[Elixir of Major Agility]: (1 hour)
[Elixir of the Mongoose]: (1 hour)
[Fel Strength Elixir]: (1 hour)
[Roasted Clefthoof]: (30 minutes)
[Spicy Crawdad]: (30 minutes)
[Talbuk Steak]: (30 minutes)
[Spicy Hot Talbuk]: (30 minutes)
[Elixir of Demonslaying]: (5 minutes)
[Drums of Battle]: (30 seconds)*
[Drums of War]: (30 seconds)*
[Haste Potion]: (15 seconds, shares Health Potion cooldown
[Insane Strength Potion]: (15 seconds, shares Health Potion cooldown)

Relentless Assault will yield the most dps for the majority of fights. Elixir of Demonslaying can be a better choice for boss fights where the boss is a Demon, bear in mind the short duration however. In addition, Flask of Relentless Assault persists through death whereas the other consumables do not. Roasted Clefthoof is the best dps food you can get unless you are under the 9% hit requirement, in which case Spicy Hot Talbuk can be a better choice. For fights with large amounts of burst AoE damage, either of the two stamina foods can also prove useful. For temporary buffs, Haste Potion is almost always better than Insane Strength Potion. Only if Haste Potion is causing interruptions or problems with maintaining your Slam cycle as 2h dps should you use Insane Strength Potion, however availability is also a factor. Also of note: Elixir of the Mongoose yields better dps for a warrior than Elixir of Major Agility, with or without Blessing of Kings.

*Drums of Battle is a very useful buff, however only available to Leatherworkers. Non-leatherworkers can benefit from the buff but cannot use the item. Also of note, with more than one Leatherworker in the melee group Drums of War can be used in conjunction with Drums of Battle to greater effect. Drums of War and Drums of Battle share the same cooldown and therefore it should be remembered that Drums of Battle will provide a greater dps increase to the party if given the choice between the two.

[Elemental Sharpening Stone]: 28 Crit Rating (1 hour)
[Adamantite Weightstone]: 12 weapon damage, 14 Crit Rating. (Mace/Fist, 1 hour)
[Adamantite Sharpening Stone]: 12 weapon damage, 14 Crit Rating. (Axe/Sword/Dagger, 1 hour)
[Righteous Weapon Coating]: (1 hour. Only works on Quel'Danas or Magister's Terrace/Sunwell Plateau)
If you have a shaman placing Windfury totem, you should NOT apply a sharpening/weight stone to your main hand weapon. Windfury and sharpening/weight stones do NOT stack. You can however always put a sharpening/weight stone on your offhand weapon. The bonus applies to both weapons, and the damage increase is subject to damage reduction on an offhand (12 x 0.625 for dual wield specialization and offhand penalty = 7.5 actual increase). Both Sharpening and Weight stones persist through death.
Update: The Adamantite Sharpening Stone yields the highest dps increase for an offhand weapon enchant.


Solarian's Sapphire and Blood Frenzy:
This trinket deserve special mention as it's our class specific trinket for TBC and because of it's unique stat. In terms of raid dps gained from a single trinket, this is by far the best trinket a warrior can use. It grants your Battle Shout an additional 70 Attack Power. This is affected by the Commanding Presence talent up to 87.5 Attack Power. 87.5 Attack Power for 5 members of the raid is 437.5 Attack Power. No other trinket comes close to the amount of Attack Power granted by this trinket.

Blood Frenzy should be mentioned here because one of the most frequently asked questions in terms of Warrior dps is whether or not to spec Arms for Blood Frenzy or not. Is the dps loss going from Fury to Arms worth the raid dps increase from the debuff. In short: yes, it is. Blood Frenzy affects all physical damage dealt to the target. This includes Hunters, Hunter pets, Tanks, Rogues, other Warriors, Feral Druids, Bleed effects etc etc. In very simplistic terms:

A raid composed with 8 total sources of Physical damage: 2 tanks, one hunter and 5 melee.
Each tank puts out 300 dps.
The hunter and each melee puts out 1000 dps.
Total physical dps = 6600.
Contribution from Blood Frenzy = 264 dps.
In this case, the one Arms warrior has an effective dps of 1264 instead of 1000. For this scenario, that's over a 25% increase in his own dps. As the physical dps increases, so does the value of Blood Frenzy. Unless the Warrior is very bad at playing as Arms, or he has very poor Arms gear and very good Fury gear, Blood Frenzy is definitely worth it.


Magic Numbers:
There are no magic numbers in terms of how much Attack Power, Crit, Hit you should have going into a certain instance. Get the best items available to you, meet certain requirements such as 9% hit etc.


Gems/Enchants:
[Relentless Earthstorm Diamond]: (Meta)
[Bold Living Ruby]: (8 Strength - Red)
[Inscribed Noble Topaz]: (4 Strength 4 Crit Rating - Orange)
[Sovereign Nightseye]: (4 Strength 6 Stamina - Purple)
[Jagged Talasite]: (4 Crit Rating 6 Stamina - Green)
[Rigid Dawnstone]: (8 Hit Rating - Yellow)
[Smooth Dawnstone]: (8 Crit Rating - Yellow)

You should maintain just enough Blue/Yellow/Red gems to have a working meta gem. Purple/Orange/Green gems work as either of their two component colors. i.e: Purple can count as Red or Blue.
Rigid Dawnstone should ONLY be used if you do not have the 9% hit required. The Relentless Earthstorm Diamond will always yield the highest dps of the meta gems currently available.

Enchant Bracer: Brawn
Enchant Gloves: Major Strength
Enchant Boots: Dexterity
Enchant Boots: Cat's Swiftness
Enchant Boots: Surefooted
Enchant Cloak: Greater Agility
Enchant Cloak: Subtlety
Enchant Chest: Exceptional Stats
Enchant Weapon: Mongoose
Enchant Weapon: Executioner
Glyph of Ferocity
Cobrahide Leg Armor
Nethercobra Leg Armor
Greater Inscription of Vengeance
Greater Inscription of the Blade
Glyph of the Outcast*


These are the best enchants available for dps. Some slots have alternatives. In general the alternatives come down to personal preference. All of the boot enchants are useful in their own right. For pure dps however, Dexterity will yield the highest dps. On the topic of weapon enchants: Executioner is considered better than Mongoose due to the increasing returns nature of ArP. Executioner however, unlike Mongoose, cannot stack with itself. If you have two weapons enchanted with Executioner, the buff will simply refresh. If you have two weapons enchanted with Mongoose you will gain a second buff. For this reason it's generally considered best to enchant your main hand weapon with Executioner, and offhand with Mongoose. For a 2h weapon, Executioner is more commonly used than Mongoose. Savagery (Enchant 2H Weapon - Savagery - Spells - World of Warcraft) can be a cheaper alternative if you cannot afford Mongoose/Executioner on a 2h weapon. Potency (Enchant Weapon - Potency - Spells - World of Warcraft) can be an alternative for a 1h weapon.

*Glyph of the Outcast only provides higher dps than Glyph of Ferocity if you're already hit capped (9% for 2h, 28% for Dual Wield) and have Blessing of Kings.

Shamelessly stolen from Malan's Enhancement Shaman thread:

3.6.2 Agility vs Run Speed for Boots
For PvE, either [Formula: Enchant Boots - Boar's Speed] or [Formula: Enchant Boots - Cat's Swiftness] are going to be big payoffs. Increased run speed is hands down the best enchant you can get for PvE. Derivation:
Let D be your dps without a boot enchant. For the run speed to provide more benefit, we need:
(D+12A)(T-t) < (D+6A)(T-t/1.08)
which simplifies to
T < [(1-k)D + (2-k)6A]t/(6A)
where k = 1/1.08. For example, gives A = .16286, and so we have
T < (.07581D + 1.074) t
Using some actual data, a shaman that does betwen 900 and 1000 dps will have T < 76.88t
For 5 minutes, we would need t > 3.90 seconds and for 6 minutes we would need t > 4.68 seconds.
So for a 5 minute fight if you spend roughly 4 seconds moving between adds, running to the boss, etc, Run Speed provides a superior DPS benefit.
This same logic can be applied to Warrior dps, time spent out of melee range is time spent not dps'ing. Minimizing the time you're out of melee range increases your dps. Intercept can also be helpful. It should be noted therefore that Dexterity is only a superior dps increase to Cat's Swiftness if there is no time spent running towards a mob. On a completely stationary fight Dexterity > Cat's Swiftness. On even some of the most remotely mobile fights: Cat's Swiftness > Dexterity.



Surviving:
Surviving in a fight is key. Dead warriors don't dps. There are several tools at a warrior's disposal that can greatly increase his chances of survival:

Berserker Rage: Bersker Rage breaks Fear, use it to your advantage and avoid being feared into fire. It burns.

Defensive Stance: Reduces all incoming damage taken by 10%, the difference between Berserker and Defensive stance is 20%. This is significant.

Shields: Warriors can use a shield to mitigate physical damage. Abuse this.

Shield Wall: Under dire circumstances, using your cooldown on Shield Wall instead of Recklessness can save your life.

Shield Block: A blocked attack cannot crit. If you do manage to pull aggro on some mob, Defensive Stance and Shield + Shield Block as fast as humanly possible.

Cancel Auto Attack: Warriors have no reliable way to control threat other than passive buffs such as Blessing of Salvation. If you can't afford to attack a boss/mob without pulling aggro, don't attack the mob at all until the tank gets a lead.

Commanding Shout: On some encounters there are expected bursts of damage, aoe or single target, in which case it can be beneficial to use Commanding Shout instead of Battle Shout (if at full hp) until the expected burst is over. Naj'entus/Illidari Council/Mother Shahraz come to mind.

The biggest life saver is to make friends with your local paladin and beg him politely for a single buff of Blessing of Salvation. Under no circumstances do you do anything that jeopardizes the Raid. Do nothing that jeopardizes your own health. Leave your e-peen outside the instance.


Weapon Speeds and Attack Power Normalization:
Attack Power Normalization:
In patch 1.8, Blizzard modified the way Attack Power affects instant attacks. The formula pre-1.8 was:
damage = base_weapon_damage + (weapon_speed * Attack Power / 14)
As you can see from this, instant attacks gained a significant portion of damage from having a slow weapon. In 1.8 Blizzard modified this so that each weapon type has a set weapon speed for the purposes of instant attacks. So despite whether you have a 1.8 speed one-handed sword or a 2.7 speed one-handed sword, the contribution from Attack Power would be calculated as if the weapon speed was 2.4 seconds.

The list of weapon normalization speeds is:
Daggers: 1.7
One-Hand Weapons: 2.4
Two-Hand Weapons: 3.3
Ranged Weapons: 2.8

The formula therefore after 1.8 is:
normalized_damage = base_weapon_damage + (X * Attack Power / 14)
where X is the listed value for the specific weapon type. While the normalization of Attack Power greatly reduced the impact of having a slow weapon for instant attacks, slower same-dps weapons still produce a slight dps increase for instant attacks. This is because a weapon with 100 dps and a fast attack speed has a relatively low damage range, while a 100 dps weapon with a slow attack speed has a higher damage range. Therefore the increase in base weapon damage used in the formula makes the slower weapon come out slightly on top. In short: instant attacks still benefit from slow weapons, just the difference is not as large as it once was.

Weapon Speeds:
Based on the previous information about Attack Power Normalization, it comes to mind that there would be certain weapon setups/speeds that would be more desirable than others for dps.

Dual Wield:
Dual wielding when the boss is >20%, the weapon setup that generally yields the highest dps is a slow Main-hand weapon and a slow Off-hand weapon (slow being 2.6+ generally). This is because of the changes made to Whirlwind in patch 2.3. Whirlwind previously hit with only the Main-hand weapon, however now Whirlwind attacks with both weapons instantly. Due to this change, dual-wielding slow weapons will yield a slight, but noticeable dps increase as opposed to dual-wielding slow/fast or fast/fast (Main-hand/Off-hand) weapons. Bear in mind that dual-wielding slow weapons will also result in a streakier rage flow, which can be detrimental to your play-style and your dps. Use whatever you feel most comfortable with at your gear level, aiming for slower weapons where possible. Also note that while slower weapons are slightly better, dps and stat allocation are also important factors of dps and should be accounted for. Under 20% of a boss-fight, it can be beneficial to switch to two fast weapons to maximize rage generation in a short period of time. The goal under 20% as dual-wield Fury is to Execute on every global cooldown, Bloodthirsting whenever rage spikes past 30 rage over the duration of a global cooldown (see FAQ for exact values). Therefore switching to two fast weapons can help guarantee Executes on every global cooldown, or at the very least get you closer to this point.

Two-Hand:
For two-handed dps, there are a couple things to note about weapon speed. First off, the use of Slam as a dps tool impacts the desired weapon speed. Secondly, Mortal Strike and Whirlwind are both normalized attacks, while Slam is not. While using the 4xSlam, 2xMS, 1xWW dps rotation, the closer you can get your weapon speed to 2.5 seconds the better. At a weapon speed of 2.5 seconds, you're constantly using abilities as soon as the global cooldown is up thus maximizing dps. Haste can help you reach this point however it should not be explicitly aimed for as a goal. Take the gear that is the largest upgrade for you at the time. While it is preferable to obtain a 2.5 second weapon speed, deliberately picking faster weapons for this purpose will likely decrease your dps because of Attack Power Normalization. Slam and Heroic Strike are not normalized at all and therefore receive the full bonus from slow weapons, Mortal Strike and Whirlwind are normalized but still gain a slight benefit from using slow weapons. This being said, the weapon dps and stat allocation are the most important factors in picking a weapon. [Cataclysm's Edge] is a superior weapon to say, [Torch of the Damned] because the weapon dps is higher, despite Cataclysm's Edge being 0.3 seconds faster.

Disclaimer: Please remember that 90% of how well you dps is going to be based on your own experience and play-style. Cater to yourself and do what you find to work best.

Anything you can think of to add to this, feel free to post. It's obviously a work in progress as there's so much information on Warrior DPS, it's hard to get it all together in one post in one go.
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seasick
 
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Re: Warrior DPS Compendium

Beitragvon seasick » Do 20. Dez 2012, 08:57

Mal aus elitistjerks übernommen, bei Verständnisproblemen dürft ihr mich gerne nerven^^
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seasick
 
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Re: Warrior DPS Compendium

Beitragvon Grathur » Do 20. Dez 2012, 09:10

Den ganzen Spaß in deutsch wäre mal ne gute Maßnahme
Denk mal nich das hier jeder so gut englisch kann ( mich inbegriffen )
Grathur
 
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Re: Warrior DPS Compendium

Beitragvon murphy » Do 20. Dez 2012, 13:01

jo danke forty denke mal das die sachen auf ej auch i.wann gelöscht werden, besser wenn wir die guides hier haben.
englisch passt.
wär cool wenn du die wichtigsten links einmal fixed.
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murphy
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Re: Warrior DPS Compendium

Beitragvon Octriallach » Do 20. Dez 2012, 13:32

Zur Not kann mans durch Google Translator jagen :mrgreen: :lol:
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Re: Warrior DPS Compendium

Beitragvon Nyzior » Do 20. Dez 2012, 20:47

Gute Guides gibts kaum auf deutsch, da müsst ihr wohl oder übel durchs englische durch^^^

lernt lieber gleich vernünftig Englisch, kann nicht schaden :P
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Re: Warrior DPS Compendium

Beitragvon locha » Mi 6. Feb 2013, 00:12

"Two-Hand
While using the 4xSlam, 2xMS, 1xWW dps rotation, the closer you can get your weapon speed to 2.5 seconds the better."
Bestätigt ja meine vermutung mit haste auf den sachen :D
Mungo auf archischwert inc
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Re: Warrior DPS Compendium

Beitragvon Kev » Mi 6. Feb 2013, 04:40

mit archi blade + flurry + hero bist du relativ genau auf 2.5 speed..jeder punkt haste zerstört deine burst phase komplett
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Re: Warrior DPS Compendium

Beitragvon seasick » Mi 6. Feb 2013, 16:54

Die is während hero dann wohl eh schon Zerstört, da Trommeln in der Meleegrp eigtl so gut wie dauerhaft aktiv sind^^
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Re: Warrior DPS Compendium

Beitragvon locha » Mi 6. Feb 2013, 19:11

im kr bin ich mit 3,60 schwert schon fast auf 2,15 sec atk timer.
also is meine rota eh abgefuckt ^^
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Re: Warrior DPS Compendium

Beitragvon Kev » Mi 6. Feb 2013, 19:38

seasick hat geschrieben:Die is während hero dann wohl eh schon Zerstört, da Trommeln in der Meleegrp eigtl so gut wie dauerhaft aktiv sind^^


ich sag schon immer dass trommeln im kr nich gezündet werden solln :D und ohne trommeln komm ich wie gesagt mit der 4s2ms1ww rota genau hin
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Re: Warrior DPS Compendium

Beitragvon locha » Mi 6. Feb 2013, 19:58

ich lass dann immer ein slam einmal aus und mach stattdessen heroic strike.
Und nur wegen mir die trommeln weglassen, find ich doof ^^ ich mein ich werd ich die ganze zeit mit sola trinket rumlaufen wenn ichs mal kriege, obwols trinkets gibt mit denen ich mehr dmg mache ^^
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Re: Warrior DPS Compendium

Beitragvon Kev » Do 7. Feb 2013, 03:10

joa sola trinket is ja auch n derber dps schub^^ hs find ich riskant weil dir dann möglicherweise beim nächsten whitehit wut fehlt...verlierst ja dadurch lang mehr als die paar wut für den hs an sich...und für 4x sekunden die trommeln weglassen find ich jetzt nich soooo schlimm...rede jetzt ja auch nich von progress
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Re: Warrior DPS Compendium

Beitragvon seasick » Do 7. Feb 2013, 11:03

HS würd ich im moment auf jedenfall weglassen, da somit WF und Schwertspezi hier nicht proccen kann, lieber einfachen autohit + slam (ich würd eher ms / ww weglassen).

Und auf trommeln im KR zu verzichten is auch quatsch, da alle anderen melees von em zusatzhaste einfach mal derbe profitieren (meistens Hunter (1-2), Rogue (1-2) und Enh, die meist eh vorm slammer im DMG stehen).
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Re: Warrior DPS Compendium

Beitragvon locha » Do 7. Feb 2013, 11:11

Ach das bugged mit wf auf hs? Gut zu wissen ^^
Ich hab sowieso das Gefühl das irgendwas mit den atkspeed hier bugged. Wenn ich mit meinem Taschenrechner meine 15% schlaghagel auf meine 3.60 Waffe abrechne kommt was anderes raus als der ingame wert. Mal heute bei Blizzard recherchieren wie die das rechnen.
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