Post by Viracnis on Sept 28, 2006 14:37:57 GMT -5
Yet another topic that's being discussed more and more lately is that of talent builds. I once had (and may still have, I didn't check) a link up here about my planned talent build. After some discussions with experienced players (both in the guild and out) of end-game content, my mind has changed.
This is my current Talent spec:
11/9/31 - It's a pretty standard tanking build, with some modifications based on the builds of some very experienced End game (to the tune of Naxx) tanks.
Just looking at the build on paper, however, doesn't tell you much. So here's the why's and what-fors of the build, to give an idea of why I didn't use another:
Arms Tree
Fury Tree
Protection Tree
What I don't have:
So that's my thoughts on Warrior build. I'll likely edit this more in the future to show a lot of the math that went into my decisions, but for now this will do. The thing I had the toughest time with when I was researching builds was how many different builds there are. What I had to get all Zen with was that everyone plays a little differently, everyone tanks a little differently, so every build is going to be a little different. This is what works for me.
Please feel free to leave feedback (like I have to ask the FE crew to voice their opinions, right?). Moo did, and it changed my mind completely about Improved Heroic strike and Unbridled Wrath (I now have them).
This is my current Talent spec:
11/9/31 - It's a pretty standard tanking build, with some modifications based on the builds of some very experienced End game (to the tune of Naxx) tanks.
Just looking at the build on paper, however, doesn't tell you much. So here's the why's and what-fors of the build, to give an idea of why I didn't use another:
Arms Tree
Improved Heroic Strike 3/3 - While it's not an instant like Sunder or Shield Slam, it's a powerful threat builder that doesn't affect the cool-down on your instants. That means you can smack Heroic Strike, then Sunder immediately after. I had some practice with this and liked the way it worked when I used it. It's a rage-hog though. Heroic strike costs 15 (with this 12) rage PLUS the rage you would have generated on the attack. So Improving it helps to mitigate a bit of that. A FAST tanking weapon is crucial to HS being useful.
Deflection 5/5 - Parry = No health lost = More mana for healers. This was an easy choice.
Tactical Mastery 3/5 - Since most raid situations won't allow the warrior to use "charge", this isn't as important as I once thought it was. However, there are times when switching stances can come into play, and I'd just feel gimped without at least enough rage for a sunder or heroic strike after a stance swap. 3/5 TM gives you 15 rage, enough for an emergency Intercept or a quick Sunder Armor.
Fury Tree
Cruelty 5/5 - What? I won't be tanking ALL the time. Besides, Crits build threat! Look it up if you don't believe me!
Unbridled Wrath 4/5 - This is a favorite on the various forums that I always considered to be a waste. Without it, though, it seemed like the only thing my warrior knew how to say was "Need more rage".
Protection Tree
Anticipation 5/5 - More defence is a great thing, especially for your healer's mana. There's actually some controversy over this on the forums, and several of the more knowledgeable people that I talked to don't use this talent. I plan to use it until I get enough +def from gear that this becomes moot, then respec. By then BC should be out, and there's a lot more places to put these points in the new tree.
Sheild Specialization 5/5 - This is great. When I was level 41 I did a respec to arms, and left this Talent out to make room for a full Arms tree. Boy did I regret it! Tanking without this is like walking without shoes: You can do it, but it hurts alot more when things get rough.
Improved Shield Block 1/5 - Another advantage of Shield Specialization is that you can get shield block. I only spend 1 talent point here, as this allows me to block my next 2 attacks with a shield. After that you're just improving duration. I don't think I've ever had shield block "expire" by running out of time. This combined with Revenge is a great Threat builder, too.
Toughness 5/5 - This does two things for me. The first, it makes me a little more confident in my non-tanking gear that I've at least got a little boost in my armor. The second, it mitigates more damage when I AM tanking, meaning mana for the healer.
Defiance 5/5 - I was stunned at the difference I noticed when I didn't have this talent. I can't imagine a build without this, now.
Improved Sunder 3/3 - Cheaper Sunders means more Sunders. I hate hearing "Need more Rage". Efficiency makes me happy.
Improved Taunt 2/2 - Despite the fact that a lot of bosses resist taunt entirely, the ones it does work on makes it worth it in my eyes. And the faster the cool down, the faster I can pull the Baron off Jabra. I like to think he appreciates that.
Improved Bloodrage 2/2 - Without charge, I've got to do SOMETHING to get rage at the start of the fight. This counts as a buff, too, which generates a bit more threat when you're in the thick of the fight. I used to discredit this, and seldom included it. No more.
Last Stand 1/1 - This will save the party from a wipe. Period. When the tank goes down, the squishies behind him don't have a chance. This gives the healer another few seconds to get off that big heal before the warrior does a face plant.
Concussion Blow 1/1 - I hated not having this. Most bosses and instance mobs resist stun, but not all of a warrior's time is spent in instances fighting bosses. This is great when solo grinding reputation. Concussion blow, step back, and you can get 1/2 a heavy runecloth bandage in before it wears off. Toss on a hamstring first and back up a little further, and I've gotten 3/4 of one off. That's enough to win a losing fight.
Shield Slam 1/1 - Good damage, great threat. This holds mobs like glue once all the sunders are on. 8 sixties beating on a mob full-throttle and you're still at the top of the threat list with this, heroic strike and revenge.
What I don't have:
Iron Will 0/5 - There's times when I wish I had this, sure. But it's not worth the talent points that could be spent on other things. When BC comes out this will be in Arms and Tactical Mastery will be here. I like that more.
Improved Shield Bash 0/5 - I used to use this, but most instance mobs/bosses resist silence anyway. I found that when I really NEEDED this, the thing I was fighting wasn't affected. Points better spent elsewhere.
One handed weapon specialization 0/5 - Honestly I want this. Damage = Threat. But I just don't have the Talent Points for it. In my Burning Crusade Build I have this talent. If I don't like it, I'll respec.
So that's my thoughts on Warrior build. I'll likely edit this more in the future to show a lot of the math that went into my decisions, but for now this will do. The thing I had the toughest time with when I was researching builds was how many different builds there are. What I had to get all Zen with was that everyone plays a little differently, everyone tanks a little differently, so every build is going to be a little different. This is what works for me.
Please feel free to leave feedback (like I have to ask the FE crew to voice their opinions, right?). Moo did, and it changed my mind completely about Improved Heroic strike and Unbridled Wrath (I now have them).