
10-08-2009, 10:37 AM
| | New Registrant | | Join Date: Oct 2008
Posts: 11
| | | Warrior Tier 10 Set Bonuses Item - Warrior T10 Protection 2P Bonus - Your Shield Slam and Shockwave abilities deal 20% increased damage. Item - Warrior T10 Protection 4P Bonus - Your Bloodrage ability no longer costs health to use, and now causes you to absorb damage equal to 20% of your maximum health. Lasts until cancelled.
What do you think, will the 4P Bonus absorb the 20% over 10s at every hit or only once if you activate Bloodrage?
If it lasts over 10s, it would absorb 12k dmg per hit, if you have 60k hp raidbuffed. This would be the best set bonus of all.
If not, it's totally crap compared to the others.
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10-08-2009, 10:43 AM
| | Established Registrant | | Join Date: Mar 2008 Location: Toronto
Posts: 176
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There's not enough faces on the armor!
It's a slap in the face to tiers 1 through 9 and a disconnect between the devs and the community.
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10-08-2009, 11:34 AM
| | Registrant | | Join Date: May 2009
Posts: 32
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I'm more excited about the 2 piece set bonus. More shockwave dmg is always nice, but 20% shield slam dmg is already /drool worthy. My current shield slam crits for about 7k giver or take a bit, so with the 2piece bonus that's going to bump it up into the 8-8.5 range and make deep wounds tick for even more. That 2pc bonus is going to make shield slam a TPS monster (more so then it already is).
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10-08-2009, 11:35 AM
| | Glowing Tank | | Join Date: Aug 2008
Posts: 952
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Blood rage triggers it and it'll last until either you take 20%maxhp damage or cancel it manually. That's what I think it does. Having it lest indefinitely would be too powerful.
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Doesn't matter what class you play, you can't hold aggro on stupid.
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10-08-2009, 11:42 AM
| | Casual Scumbag | | Join Date: Sep 2009 Location: Sheffield, UK
Posts: 207
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it'll be a 10-12k absorb shield you can use every minute. not bad if you ask me. You could also last stand (and a HP trinket) and then use it for extra absorbtion.
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10-08-2009, 11:43 AM
| | Glowing Tank | | Join Date: Aug 2008
Posts: 952
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Yeah it's pretty fine and will usually be a little more than what the druid and dk' 12% dr are.
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Doesn't matter what class you play, you can't hold aggro on stupid.
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10-08-2009, 11:45 AM
| | New Registrant | | Join Date: Oct 2008
Posts: 11
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Of course, the 2 piece bonus ist nice, but it doesn't help you to survive...
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10-08-2009, 11:45 AM
| | Glowing Tank | | Join Date: Aug 2008
Posts: 952
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None seems to.
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Doesn't matter what class you play, you can't hold aggro on stupid.
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10-08-2009, 11:49 AM
| | Registrant | | Join Date: Sep 2009
Posts: 93
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Yeah, the tier bonuses have generally seemed intended as 2-piece for more threat, 4 for survivability. Not saying they're always the best, but it looks like thats the intent.
And that Bloodrage description is kind of vague... lasts until cancelled? If it made it a toggle on/toggle off absorb 20% of your health pool, that would be sick... and completely change what Bloodrage does...
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10-08-2009, 12:05 PM
| | Hit me again, I need rage | | Join Date: Nov 2007
Posts: 134
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Give it to me now please, and some fresh pants.
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10-09-2009, 08:26 AM
| | Established Registrant | | Join Date: Jun 2008
Posts: 219
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It's too bad they keep giving us threat set bonuses because I don't see any tanks these days having real threat issues. I tend to be 25-30% above my dps even on tank/spank fights by the end of the encounter. Other tanks in my guild as well for the most part.
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10-09-2009, 09:45 AM
| | Registrant | | Join Date: Apr 2008
Posts: 34
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Just look at it as a ~200dps increase for those tight fights in ICC
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10-09-2009, 10:33 AM
| | Stam Czar | | Join Date: Sep 2009
Posts: 423
| | Source: Heladys
Give it to me now please, and some fresh pants. | <insert SNL Jizz In My Pants song here>
Ya, I love these set bonuses, WAY better than T9. Threat + a massive absorb. I'll take that.
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10-09-2009, 10:53 AM
| | Registrant | | Join Date: Sep 2009
Posts: 93
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I would say that a 12k absorb, even if it is a one-shot deal, would still be handy.
First off, it's a gear set bonus, not an ability, so it's supposed to be a nice little bonus, not a new mandatory CD for survival fights.
Secondly, while it maybe won't offer a solid "12% reduction for 10-seconds" or anything like that, shaving 12k off of an incoming hit is huge, especially if it's a hit you see coming, like Meteor Fists. Instead of seeing it as one-hit, gone, think of it as "every minute cut an incoming big blow in half, third, etc."
Don't forget that these are bonuses on Tier pieces. Even doing what they're doing now, it's a drastic change over previous set bonuses in that these actually change the way that your abilities work. Looks like they may be trying to make full tier sets the most viable option again.
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10-09-2009, 11:54 AM
| | Stam Czar | | Join Date: Sep 2009
Posts: 423
| | Source: Eravian
I would say that a 12k absorb, even if it is a one-shot deal, would still be handy.
First off, it's a gear set bonus, not an ability, so it's supposed to be a nice little bonus, not a new mandatory CD for survival fights.
Secondly, while it maybe won't offer a solid "12% reduction for 10-seconds" or anything like that, shaving 12k off of an incoming hit is huge, especially if it's a hit you see coming, like Meteor Fists. Instead of seeing it as one-hit, gone, think of it as "every minute cut an incoming big blow in half, third, etc."
Don't forget that these are bonuses on Tier pieces. Even doing what they're doing now, it's a drastic change over previous set bonuses in that these actually change the way that your abilities work. Looks like they may be trying to make full tier sets the most viable option again. | The T8 4 set changed the way an ability worked. Whenever you used shield block it reduced the amount of magic damage taken by 20%. That was one of the nicer set bonuses we've gotten. I'd actually prefer if the 4 set for T10 was something like that, but I'm not going to complain about it. I'm just happy the set bonuses don't include "2 seconds off of taunt."
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10-09-2009, 11:57 AM
| | Registrant | | Join Date: Sep 2009
Posts: 93
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Hmm... that's true. I suppose I was thinking changes it in a bigger way. Shield Block has always been about damage mitigation and increased threat... so that buff makes it much more useful. But Bloodrage also giving you an absorb damage shield? That makes it a completely different move entirely.
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10-09-2009, 12:02 PM
| | Stam Czar | | Join Date: Sep 2009
Posts: 423
| | Source: Eravian
Hmm... that's true. I suppose I was thinking changes it in a bigger way. Shield Block has always been about damage mitigation and increased threat... so that buff makes it much more useful. But Bloodrage also giving you an absorb damage shield? That makes it a completely different move entirely. |
True
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10-09-2009, 12:03 PM
|  | Original Draenor | | Join Date: Jul 2009 Location: Cornwall, Ontario, Canada
Posts: 345
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I think most warrior tanks are gonna end up using this with Last stand for the extra absorbs. IMO they should just link it to Last stand so our 2nd cooldown becomes a bit more robust.
Since we would lose frequency (Last stand is on a longer CD then bloodrage) they could increase the amount of the absorb to like 30%.
It's silly that an ability I use before a pull to should and build up rage prior to engagement, is linked to a damage absorbtion cooldown.
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10-10-2009, 06:07 PM
| | Tauren Rogue | | Join Date: Jun 2009 Location: Belgium
Posts: 257
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On the other hand using it on the pull means your healers get a 12k extra window to start rolling hots and you get a 12k hp extra window to start getting threat over them.
Sure it's not that big of a deal, but it's atleast somewhat useful. My biggest concern actually is that I will have to go get a new minor glyph if/when I get this bonus, because it makes my very first glyph I ever glyphed on my warrior a complete waste >_>
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11-12-2009, 10:36 AM
| | New Registrant | | Join Date: Sep 2009
Posts: 2
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Also bear in mind the wording of the bonus... "lasts until cancelled." Now, I'm assuming it wont stack, but you could very easily pop this before a fight while buffing and have it off CD again as you engage... absorbing 24k damage off the start if a fight could be very useful for fights with a lot of movement at the start... gives your healers an extra swing or two to get into position...
I would agree, however, minus using like that off the bad, use it for those big foreseeable incoming hits... i.e. Gormok Impales...
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