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PTR
10.2.7
PTR
10.2.6
Beta
Revenge Buff
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Post by
303025
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Post by
Shiverlynn
I was referring to PvE. I think I'll dump imp spell reflect for imp revenge, and have to re-work my tanking "rotation" (not actually a rotation, before someone jumps on me for the term).
Imp Spell Reflect doesn't seem to work in PvE anyway; not the "reflect the spell cast at closest party members" at least. I've tried it on Faction Champions and no spells were reflected ever, unless they were targeting me. (To be honest I've been testing that since 3.0 came out, in Black Morass for instance when those spellcaster dragons target a random party member and cast Pyroblast... wouldn't reflect that although it did reflect it if I was the target)
The other portion, the 4% chance to avoid a spell, sure is something, but it's not gamebreaking like Imp Revenge is right now. So free those two points and put them into Imp Revenge.
Post by
Sakkura
I was getting numbers similar to yours, Porcell. But it got me thinking: now that Revenge hits like a truck, does that mean it should get priority over Shield Slam? Is there some hidden threat from Shield Slam that I'm not seeing? Or does the increased crit chance from
Critical Block
leave Shield Slam as your top priority?
Shield slam threat is damage plus 770. Revenge threat is damage plus 121. As you mention, shield slam also has a higher crit chance.
Edit: Though of course it is possible they also made an undocumented change to revenge threat. A 50% increase would seem most logical then.
Post by
Porcell
I was getting numbers similar to yours, Porcell. But it got me thinking: now that Revenge hits like a truck, does that mean it should get priority over Shield Slam? Is there some hidden threat from Shield Slam that I'm not seeing? Or does the increased crit chance from
Critical Block
leave Shield Slam as your top priority?
The other thing to think about is that Revenge has a 5 second CD, not 6, which means it doesn't fit exactly right into the 1.5 second GCD. I have found myself just waiting the extra half-second to hit revenge again, rather than squeezing in a Devastate and pushing Revenge off an extra second.
For example, you will often find yourself in the situation of using Revenge, getting a S&B proc, and thus following up with a Shield Slam and then a Devastate. At this point Revenge is 0.5 seconds away from being off CD. If that last devastate does NOT cause a S&B proc, I'd wait the 0.5 seconds and just use Revenge. If it did cause a S&B, I'd probably pop the Shield Slam before I did the Revenge; since 1) you aren't waiting the 0.5 seconds doing nothing, and 2) that revenge might proc another S&B and you wouldn't want to overwrite your current one.
Post by
146568
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Post by
Squishalot
I don't understand the buff, at least not in light of the recent shield slam nerf. It's like one step back and three forward. Can't complain about that, but I do suspect this will get nerfed.
Shield Slam gave people the ability to generate on-call burst. Revenge is reactive, not proactive, so it's not something you can just use to wtfpwnbbq the healer in 3v3.
I agree though, it'll get nerfed as soon as Prot makes a comeback in PvP. (Warbringer was just a setback?) But it's still anti-melee only.
For what it's worth, I was playing around at L56. No dungeons or anything, just random mobs which crossed my path. Revenge is now essentially an instant-kill button, with reasonably high uptime (I spec for avoidance).
Post by
160639
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Post by
255641
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Post by
236962
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Post by
Jrubzjeknf
I don't know whether to be sad or happy about this change.
I mean on the one hand revenge now hits like a truck, and on multiple targets I can pull out 2x instant 8k crits in my relatively average gear. It's nice seeing big numbers pop like that.
But on the other hand it's now pretty much impossible to pull mobs off us in AoE situations, which is kinda boring because I liked having to actually concentrate when tanking.
Oh well.
They pulled us in line with paladins.
Equal boringness. :p
Post by
Sakkura
Shield Slam gave people the ability to generate on-call burst. Revenge is reactive, not proactive, so it's not something you can just use to wtfpwnbbq the healer in 3v3.
I agree though, it'll get nerfed as soon as Prot makes a comeback in PvP. (Warbringer was just a setback?) But it's still anti-melee only.
For what it's worth, I was playing around at L56. No dungeons or anything, just random mobs which crossed my path. Revenge is now essentially an instant-kill button, with reasonably high uptime (I spec for avoidance).
Yeah, it's still an obscene amount of damage. And you can still wait for revenge and shield slam etc. to line up for big burst.
Because revenge requires you to avoid/block an attack, prot warriors are just made that much more overpowered against melee DPS while keeping us crap against ranged and casters. If anything it makes us harder to balance in PvP, so I still don't understand this pattern of buffs and nerfs.
Post by
marklartank
it's really nice, but i wouldn't call it exactly OP. most of the huge dps increases you'll see are when tanking 2 or more mobs because of the cleave effect.
the only thing i've done this week is a togc10 run, so comparing directly:
jaraxxus: 2k before patch (23 revenges for 60k), 2.5k after patch (26 revenges for 114k)
i don't run DW, so those numbers would be boosted accordingly. overall, a nice buff and definitely puts us more even with other tanks. now, i can't wait to get back in somewhere with a UA spec...
i would expect a bigger increase on any fight where i could hit two mobs.
Post by
303745
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Post by
Shiverlynn
The one I use
but I'm not satisfied with it because it lacks many key DPS talents like AttT and Cruelty. If anyone has suggestions I'd gladly read them.
As far as glyphs go, from my experience you could as well ditch Glyph of Blocking for something else, usually I only use Shield Slam once per fight, to gain some initial threat on a single mob, and then from time to time if my avoidance epicly fails and Revenge isn't available. Nothing that justifies the use of that glyph.
Edit: forgot glyphs
Post by
marklartank
there's lots of variations to UA, but the idea is to put just enough points (37) into arms to get UA, then the rest in prot.
here's a
build
with some optional rend/OP stuff for fights like festergut where you get some time to dps. modify weapon spec as needed, and you can move around other points in the bottom of the trees as you need (incite vs. focused rage vs. TC slowing effect vs shield spec, etc).
edit: shiver, there's no way to pick up fury talents with a UA build unless you severly gimp yourself. also, you have 2/5 toughness in your build - armor is the last thing i'd give up.
Post by
534868
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Post by
Shiverlynn
also, you have 2/5 toughness in your build - armor is the last thing i'd give up.
Um yes, I made this build with mainly heroics in mind, and I thought that at my level of gear I will have no problems surviving without some extra armor. Now I re-think about it and even if mobs hit for next to nothing, the damage that adds up because of their sheer numbers makes the extra armor worthwile.
Problem: the only talent I could get 3 points out of is Shield Spec, and I need it as high as possible since I don't have Focused Rage. But you're right to point this out and I guess I will try swapping points.
Post by
557575
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Post by
Sakkura
Lolrevengefaceroll. I dunno about you guys. But i'm pvp prot and i killed a tree with a 9k revenge crit and all my stuns and silences. Granted he didnt have the best pvp gear, but still. It was 1 on 1 .-.
How did you get revenge to light up 1v1 against a tree? If the druid was meleeing you he deserved to die.
Post by
557575
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