06-27-2006, 03:46 PM
Quote:I'm an arms spec warrior who recently joined a new guild. While raiding MC I was told that I would need to respec out of the Deep Wounds/Impale line. Is Deep Wounds that serious of an issue when it comes to available debuff slots?
If you are going for completely optimal, other debuffs are better. However, if you have to be completely optimal to beat an encounter, I think you have other issues. I've never seen Deep Wounds as a real problem. It usually gets knocked off pretty quick by other stuff. I can knock other stuff that is better off but really in most cases I can't see it mattering much at all. And in some cases the debuff that needs to not be up there is something else. When you see a deep wounds tick for over a 100 damage you realize that it is now better than serpent sting from a hunter that doesn't have the AQ20 book. And if there were still only the 8 debuff slots on a mob I could see the arguement even more against deep wounds. Personally I don't care all that much if a warrior does or doesn't have it.
That being said my warrior with deep wounds in the last raid he was in did 4% of his damage from deep wounds, and impale turned out to be around 2% of his damage. If the points weren't in the impale/deep wounds line they would be over in improved charge and improved heroic strike. Looking at the numbers (since I do get to charge in MC a decent amount and since I was using HS a decent amount) those talents may have upped my damage by about 2% (hard to say, since it's all based on estimating additional rage in the few fights that you get to use it but I would have gotten in a few more mortal strikes from the extra rage a few more slams, ect). So while I'd lose DPS getting rid of the deep wounds/impale line, it might not be as much as expected. I do look at it as more of a solo/small group talent line it doesn't add a lot in raids.
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It's all just zeroes and ones and duct tape in the end.
It's all just zeroes and ones and duct tape in the end.