08-31-2006, 03:38 AM
Quote:I think it sounds great. At about 25% pop an insane strength potion, a trinket, then pop your talent, and go MS slam slam slam MS slam in ten seconds for a gazillion damage to push it into execute range.
I agree, I'm not sure how anyone could conclude that Devestate or Endless Rage are "useless". Endless Rage in particular is just nasty for that last second DPS push to get the boss down. For the cost of 30 rage, you will be able to Mortal Strike, Whirlwind, Slam, Slam, Slam, Mortal Strike, Slam, Slam. Boom, (7 x Weapon Damage) + 600 damage + ~500 damage. Or do the equivalent of Warrior AoE: Endless Rage, Sweeping Strikes, Whirlwind, Mortal Strike, Cleave, Cleave, Cleave, Cleave. THEN factor Windfury Totem into that, which both alliance and horde will have access to now and it just comes obscene.
On top of that, there's no reason the spell shouldn't work with Execute, essentially giving you a free string of extra strength executes if you so choose.
Warrior talents have never been "Oh man, I get to turn invisible and shoot laser beams out of my eyes", they're all about synergistic effects. +5% damage. +5% crit. Cheaper rage cost. The reason it works is because warrior skills, stats, weapons, and talents all synergize incredibly well and do an ass-kicking.
We have no idea how much threat Devestate generates now. I again can't see how someone can dismiss the protection tree - +5% health, -3 rage cost to all offensive abilities, -6% spell damage, +30% damage absorbtion. This is ridiculious. If Improved Sunder Armor and Focused Rage stack, then you will have 9 rage Sunder Armors. Furthermore Devestate has no cooldown. It is infinitely spammable. It's obvious what the ability's role is: rather than endlessly spamming sunder armor once you stack 5 on the enemy, you can now switch to Devestate which costs the same base amount of rage as sunder armor and probably generates the same, if not more threat with 5 sunder armors on the target. And on top of all that, the warrior will now be doing melee damage in addition to generating threat.
Most importantly: The threat he/she generates will be proportional to gear. The big reason why druids can out-threat warriors, the huge flaw with warrior threat generation is at least partially mitigated with this new talent.
This is huge. And if the new priest spells datamined from the alpha (the priest's champion spell that allows a target to tank for the priest essentially) are true, protection warriors will be more than just warriors with slightly higher armor and rage generaton.
Rampage is kind of meh, the cooldown seems a bit high although it obviously synergizes with Blood Thirst well. If I still was a fury warrior though, I'd be more excited about the possibility of being able to finally go Fury/Protection and get tactical mastery. The ability to go 30 points into Fury for Flurry and 31 points into Arms for Mortal Strike is pretty groovy. 2-handed fury with Improved Slam, Mortal Strike, Flurry, Deathwish, Sword Specialization, and Two-handed Weapon Specialization, Improved Overpower... the possibilities have opened up tremendously. 10 additional talent points has huge implications beyond simply the new 41 point talents.