#0 - July 16, 2009, 6:54 p.m.
1) Weapon specs in arms. They are a mess. Axe is by far number one, mace can be competivie with enough APR and gear, and swords, my favorite weapon to use......welll ya.
2) Rage generation in pvp in 3.2 with resilience change. Any plans to update the rage formula against resilence targtes? Or is a nerf to a middle of the road class, that needs a specific setup to be successful.
3) Continuted stance penalties. The devs had said months ago they would like to get rid of these altogether, but we get the same answer in the Q&A, we would like to get rid of them. Look at DK's stances for as hint, each stance brings an added benefit, not an subtraction combined with a benefit like for warriors. How hard would this really be to put this in the game. While on the topic, why don't DK's lose all thier resources, AKA runes when they swap stances? How is this fair when compared to warrriors. I wish my snare generated resources instead of costing them......
4) Why are DK's and rogue's snares 70% or greater and ours is only 50%? It's really annoying not being able to apply a hamstring because the target is poisoned with crip, then crip is removed a second later and the target is scott free. Hamstring can't be cleansed, let us apply it along with poisons/other snares.
Some of these questions that were answered have been beaten to death like the reliance on a healer, or what warriors bring to raid other than damage and they shed no light on the situations anyway.
Whats the point of this post? Well obviously to express my concerns with the Q&A. Also to bring some questions yet again to the forefront we'd really like answered. Please add any other concerns fellow warriors in replies.
Murr
