Just say NO to SLAM

#0 - March 24, 2009, 12:51 a.m.
Blizzard Post
"Juggernaut has been changed to : Your Charge ability is now usable while in combat. Following a Charge, your next Slam ability has an additional 100% chance to critically hit if used within 10 sec."

Slam!? This is the ability we throw in buff predictions as a joke. We don't want more slam. Slam is absolutely useless in pvp. Those 10 seconds are going to be spent putting a snare, and moving to keep up with the moving target. They won't be spent sitting still trying to use a melee ability with a cast time. This also will be useless in pve other than a situational opener. It'll never be part of a rotation.

What we need is a Mortal Strike that isn't a joke on damage. 30 Rage - a third of our resources - has traditionally been fine because the ability hit hard, and had a debuff. Bloodthirst hits hard and has a secondary effect of self-healing, and is thusly worth the 30 Rage.

What we need is more survivability - which is the crux of why we are so horrid in pvp class for class in both live and PTR. Bloodthirst needs to heal more. Second Wind needs to stack so that chain stunning isn't always a viable option. Bloodcraze needs a shorter duration. Lower the cooldown on Enraged Regeration.

Interrupt: The Overpower 50% reduction isn't enough. We cannot control, precisely, when it procs, and it's not off the GCD. Solve this with allowing shield abilities in battle stance, or a deep talent that allows shields with a two-hander in arms (shield bash instead of pummel). To tangent from this, allow Titan's Grip to keep normal damage when using 2-hander and shield and apply the nerf when actually dualwielding with one or more twohanders.
#75 - March 25, 2009, 1:26 a.m.
Blizzard Post
It might be instant Slam. Or, it might be autocrit on Slam or MS. Still fiddling.