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Live
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10.2.7
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Arms Warriors are getting Warbringer.
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101776
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Post by
faia
Unrelenting Assault: Now also increases the damage of Overpower and Revenge by 10/20%, and causes Overpower (when used to attack a casting target) to decrease the effectiveness of all the target’s non-physical damage and healing by 25/50% for 6 seconds.
should be interesting in 2v2, get mortal strike debuff on an opponent plus the 50% reduction in healing from overpower (assuming they heal themselves) thats a 25% effective heal. very nice buff imo
i can see the thread on healer forums!
"Overpower is Overpower in pvp"=P
Post by
Ravenous
Fury warriors still nerfed. QQ.
Post by
Sakkura
http://www.wowhead.com/?forums&topic=81768&p=878750
Post by
244714
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Post by
Lorkin
New Talent: Juggernaut: Grants the warrior the ability to Charge while in combat.
I don't believe this is the same as
Warbringer
. First, you can only charge in Battle stance. Secondly, it ONLY allows you to charge in combat, but doesn't provide the second part: "In addition, your charge, intercept, and intervene abilities will remove all movement impairing effects." I wonder what happens if you charge when snared or even rooted with Juggernaut.
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322761
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334295
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217797
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Post by
Lorkin
Isn't it silly how they are now having the same or similar talents in 2 or more tree's. There's TWO Mortal Strike talents and now there is going to be TWO Warbringer type talents. This is just really poor design on Blizzard's part.
This leads me to believe both MS and Warbringer should be BASE abilities. Imagine that . . .
Post by
285720
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Post by
Lorkin
There are 2 problems that plague WoW at this point in time, in my opinion:
1) Management: Blizzard is notorious for taking a really long time to develop and test stuff. That's why their product is so good (or was). I think since they recently got purchased by Activision/Vivendi they are now FORCED to make deadlines and basically crank out what they can, as fast as possible. This leads to a poor product, but as long as the parent company is making money it doesn't matter.
2) Balancing PvP and PvE: I think this issue will continue to plague the entire game until they learn to separate it. Have different rules for PvP than for PvE, and STOP trying to balance the two. You got X amount of classes for each side, with Y amount of spells/abilities, and Z amount of talents and talent trees. It is almost impossible to find a balance between it all, especially with introducing new content.
I whole heartily believe that if they separate the two, it will be good for the game as a whole. For example, Mage ABC casts spell Y in the game for say 1000 damage. Have it deal 1000 damage for PvE raiding, but only say 800 damage for PvP. Have TWO separate rule sets so that you can start to balance the PvP aspect without nerfing the PvE side of things.
Sorry for the long rant.
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334295
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