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[Feedback] Thunder Clap
Long time warrior here, been raiding pre-BC up into Naxx and AQ40 (woot C'thun) and am currently in SWP working on M'uru in my raiding guild. I browsed the forums and didn't see anything on Thunder Clap, if there is, then I apologize for missing it.

Right now I feel that the big problem with Thunder Clap is its doing its dmg on the physical table. So with Imp Thunder Clap at 3 points the tooltip shows 246 + AP bonus for damage. This is all in T6+ protection gear, so my AP is ~650. On lvl 70 wolves near Utgarde, Thunder Clap does 190dmg, so a large portion is being mitigated by the targets armor. Last time i checked consecrate was holy based and did ~510 dmg to all the targets around the paladin before spell power/ap. A warrior doing HALF that much damage (unresistable or unmitigated by armor, heck make it holy based!) to 4 targets doesn't seem too unreasonable. Threat still seems pretty low on the overall ability, and even talenting into improved doesn't "improve" it enough, I bet unimproved tclap hits for <100. Maybe switch the resistance from something like physical (vs targets armor) to something spell based, like a nature resist (thunder? lol) or even an unresistable spell school.

With the cooldown change from 4 to 6 sec and the "dmg increase" which doesn't seem to be an increase it seems like Thunderclap is still just as meh as it was before, but even slower now, I understand that the devs don't want Tclap spamming, maybe with the 6 sec cooldown the damage could be "fixed" to what the tooltip says instead of going against armor. Or maybe do a reverse chain lightning effect where tclap affects up to 4 targets like it currently does, but the first target it hits does 100dmg, small threat (current tanking target) then the next 3 targets take increasingly more dmg and more threat, 150dmg med threat, 200dmg med-high threat, 250dmg high threat. This would be great in 4 mob pulls, but still scaled down to not be insanely crazy in a two mob pull where its not really needed, you'd still only see small dmg and small threat where two mobs are more controllable with tab targetting.

The "reverse chain lightning" thing is nice because say your tanking four mobs, A, B, C, D. Current target is A, you have 100% focus on that target, cleaving onto B as well, your threat on C and D are minimal unless your a good little warrior and tab target to devastate/heroic strike each target. Tclap ramping up onto the "distant" targets would make holding aggro on the last things to kill much easier whereas right now the final kill target usually get peeled off quite quickly as a warrior has very little threat on the last mob of a multi mob pull.

I think this would make tanking several mobs for a warrior "less work". I know some tanks who can't handle two things, let alone 4. I personally have no problem tanking things like Heroic SH, or Heroic Magisters, I can handle and deal with tab targetting, devastating, heroic striking, and tclapping to hold aggro on 4+ things. Would definitely make life easier, but not so easy as to pretend to be a paladin spamming consecration.

[ Post edited by Striph ]

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Striph
Re: [Feedback] Thunder Clap
I totally agree. It's depressing to see how excited a 5-player group gets with a paladin tank just because they know they're going to get a good experience.

There are plenty of excellent warrior tanks out there -- don't get me wrong. But we think we can make the experience a little more fun for both the warrior and his or her group.

Generating a little more dps will help.
Not being rage starved all the time will help.
Being able to generate enough threat on groups will help a lot.
Having a few more fun buttons to push certainly wouldn't suck either.
We would also love, love, love to be able to merge and pack some of the mitigation talents together so that you have enough points to get some more fun talents*, so long as we can avoid any nerf to warrior survivability when tanking.

* - this is totally true of the other Prot tree too.
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Ghostcrawler