#0 - 2009/05/12 02:37:01 PMFirst of all, I'd like to point out that the locking of all these forum posts shows an arrogant perspective from Blizzard, by not letting people express their opinions about the upcoming nerfs. If thats not allowed, what's the point of these forums anyway - if not feedback about the game?
Anyways. The changes are:
1. Juggernaut now gives your next Slam or Mortal Strike has an additional 25% chance to critically hit if used within 10 sec. (Down from 100% chance)
2. Glyph of Rapid Charge now reduces the cooldown of your Charge ability by 7%. (Down from 20%)
Speaking of last season, most warriors did not do very well. Warrior was arguably the weakest class, much due to what i'd like to call outdated class mechanics which only a handful of people managed to use well to their advantage, trough insane amounts of hotkeys and macros.
Much of last seasons complexity was "fixed" with the arms changes, and you could at least perform somewhat average trough being able to charge in combat and landing a crit when you do. No need for casuals to change weapons and stances all the time.
For less casual players, this was also very needed, because it gave warriors alot more mobility, and the ability to use controlled burst when needed, instead of the usual RNG aspects warriors often have had to deal with.
There's a couple of things which should be known about this juggernaut talent. First of all, charge is an ability warriors use for mobility. It's not like we get to charge all the time, we save it for moments when the opponent get out of range, thus the crit is a small extra bonus we get - at best. The moments this ability is really useful is when you coordinate focus damage on other players, which will be made RNG with this patch. The second thing to note, is MS itself. MS is not a very strong ability, I have pretty imba gear and crit for like 5k on clothies (with low resi). DKs and healers and rets and such i find myself critting for 1500-2000ish, sometimes less than 1000 if they use CDs. (crit dk for 800 yay!).
How powerful is actually this, when you think about.... retardin dmg... hunter dmg. rogue dmg. ele shammy dmg (yeah they have 100% crit too, on lava burst which crits for some 9k) - and so on. Dks severly outdmg me.
In addition to nerfing the crit of this ability, blizz nerfs the charge glyph aswell. Making the new (major glyph) reduce charge with 1 second. Sounds pretty good for a major glyph eh? :p This will reduce mobility of warriors, and the dmg output a slight bit aswell.
I do believe these changes are coming because of QQing, this is a speculation tho. I remember all the QQing against rets when they suddenly didnt only have auto attack any more :P
This nerf is 100% not needed, and will cause some heavy frustration in most warriors. With making fury a completely unusable spec in means of any role, everyone have to go either arms or prot. Prot warriors have the lowest dmg output of all tanks, and arguably the worst aoe tanking abilities. Fury is the lowest dmg spec in the game. Arms is the only competetive spec atm, and now you're nerfing this aswell.
(On a side-note, to all you mages and other forumtrolls out there, MS does not apply 75% healing debuff. MS applies 50% debuff, and if you get to use the PROC ability "overpower" on a target which happens to be casting at the same time, they get a 50% spellpower/healing reduction for a couple seconds. This stacks with MS, and cuts the persons spell in half. This is bascily a bad interupt, which doesnt interupt, just cuts the spell output in half. Also costs a GCD. This is rarely used, because its not that often you get to use a proc, timed with opponent healers casts. And especially rare vs casters, like some other dude said here, how many times can you overpower a mages cast spell :O)