【WoWAddon】Weakauras2設定メモ(Patch6.1)

Weakauras2の設定メモ 2015/5/19
目が悪く視野が狭いので、どうしても中心に寄ってしまうのが悩みの種です(;´Д`)

こんな感じの動きになります。


6.1 War:Cooldown Skill
アビリティのクールダウンを見るために使用。

6.1 War:DPS Burst1
バースト系のアビリティとUse Item系表示。
若干違うのも入ってます(;^ω^)

6.1 War:DPS Burst2
バースト系のアビリティその2。DR・BS・SiegeBreakerなどを表示。

6.1 War:Difensive Skill1

Defensive Skillのクールダウンを表示。

6.1 War:Defensive Skill2

Defensive Skillのクールダウンその2を表示。

6.1 War:Proc

アビリティやUse Itemなどのプロックを表示。

6.1 :Raid Buff

War以外はHunterのFoxが見えるようにしています。
あとはcastした人の名前も出るように設定してあります。

とりあえずこんな所かな?
Burstって書いてあっても違うものが入っていたりとかなり個人的なカスタマイズが混ざっています。
BRF RaidのWAは
このあたりから拾ってきました:D

Warriorメモ Patch4.0.1

Fury
参考Build 3/31/2 (Lv80)
http://cata.wowhead.com/talent#LhZsrrsszkMfzZb:zkmcwVz0m

Rotation
Bloodthirst -> Raging Blow (必要に応じてBerserker Rageを使用) -> Bloodthirst -> Free GCD. rageに余裕があればHSを使用。
BloodsurgeのProcとRageか過剰にある場合にのみSlamを使用?(翻訳に自信無し><)
(原文:Use Slam only when you have an extreme excess of rage and a Bloodsurge proc.)

ステータスの優先順位(stat priority)
Hit:8%(including Precision) -> Expertis:26 その後Strength -> Hit 最大27% -> Crit -> Haste -> Mastery

Reforge
Hit・Expertis当りにRefogeするのが良いかも

Enchant

武器はMain/OffともにBerserkingでOK。Hitがrefogeしても足りなければHandにHitのEnchantも有り。

兎にも角にもHit27%とExpertis26%をItemの変更やEnchant・Refogeで何とか確保。
あとはSkillのRotationを頑張るで何とかDPSを出す・・・出したい・・・っ!@@;

1H DWもあこがれますが、現時点でSTR付きの1Hが無いので片栗までお預けですかね(;´Д`)

どこぞのWarrior Forumからひっぱって着ましたので、間違いなどあるかもしれませんのでご了承下さい。

[Cataclysm] Warrior 情報メモ

公式Forum Cataclysm Class Preview – Warrior より抜粋

<< New Warrior Abilities >>

Inner Rage (Level 81):
Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won’t need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don’t want warriors to feel like they’re supposed to pool Rage and do nothing until they hit 100, so we’ll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

Gushing Wound (Level 83):
This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

Heroic Leap (Level 85):
This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.

<< Changes to Abilities and Mechanics >>

In addition to learning new abilities, you’ll see changes to other abilities and mechanics with which you’re already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

* Heroic Strike will no longer be an “on next swing” attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can’t afford the Rage, you don’t push the button, but if you have excess Rage, you can push it a lot.

* Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight’s Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.

* Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.

* Overall, heals cast by players in Cataclysm will be a lower number relative to players’ health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren’t considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.

* Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.

<< New Talents and Talent Changes >>

* The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.

* The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.

* As a Fury talent, Booming Voice will increase the Rage generated by shouts.

* While we like how Titan’s Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we’re planning to try out a talent called Single-Minded Fury that is parallel to Titan’s Grip and will provide a large boost to the damage of a pair of one-handed weapons.

* Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.

* The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.

* Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.

* Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.

<< Mastery Passive Talent Tree Bonuses >>

Arms
Melee Damage
Armor Penetration
Bonus Swing

Fury
Melee Damage
Melee Haste
Enrage Intensity

Protection
Damage Reduction
Vengeance
Critical Block Chance

Bonus Swing:
This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

Enrage Intensity:
Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

Critical Block Chance:
As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing’s damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing’s damage instead. There will likely be talents available to push the amount blocked even higher.

Vengeance:
This is a mechanic to ensure that tank damage (and therefore threat) doesn’t fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character’s un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won’t see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

We hope you enjoyed this preview, and we’re looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.

Patch3.2 warrの変更点とか

あぢー@@;
むわっとする中、本日は病院へ行ってまいりました~
目の方は特に問題も無く順調なようで安心:) あとは何処まで視力が戻るか?って感じです。
まー時間が掛かりそうなのでのんびり行きますかね!

という訳で、毎度デカpatch後は臨時メンテなようで今朝のpatch明けも4時間遅れでServerが
復帰したみたいですね~
まだLoginしていないので中はどうなってるか解りませんが。。。色々楽しみだわ( ´∀`)

今回のタイトルはCall of the Crusadeであってるのかな?w
CoCとかCotCとか略されるのかしら。。

新しいInstanceやRaidZoneがreleaseされたのはさて置き、Emblem Systemの変更以外にも
色々と変更が一杯あるので一通りpatch Noteに目を通しておくと良いかもです~

とりあえず自分のクラスの変更点

Warriors

* Battle Shout: Radius increased to 30 yards.
* Bloodrage: This ability now generates 20 rage initially, and 10 rage over the next 10 seconds. The health cost is unchanged.
* Commanding Shout: Radius increased to 30 yards.
* Execute: This ability now never costs more than a total of 30 rage. The tooltip for Sudden Death has been revised to remove reference to that maximum, since the ability now behaves that way even when untalented.
* Shield Slam: The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player’s level and caps the maximum damage benefit from shield block value at 34.5 times the player’s level.
* Talents
o Fury
+ Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.
+ Bloodsurge: Notification that Slam has become instant now appears in floating combat text.
o Protection
+ Devastate: Weapon damage and bonus per Sunder Armor on the target increased by 100%. This ability now requires a shield to be equipped.
+ Shield Specialization: Now provides 5 rage on a block, dodge or parry instead of 2 rage on a block.

Bug Fixes
# Warriors

* Berserker Rage: Tooltip clarified to indicate this ability breaks existing Fear, Sap, and Incapacitate effects.
* Bladestorm: Now properly removes the Snare effect of Desecration in all cases.
* Blood Craze: Now properly triggered by periodic critical strikes.
* Execute: Focused Rage and the Dreadnaught Battlegear set bonus will now properly reduce the cost of Execute.
* Slam: The combat log tooltip will no longer list which rank of Slam was used. Previously it incorrectly listed rank 8 for all ranks of Slam.
* Vigilance: This talent and Blessing of Sanctuary will now both be able to be cast on the same target without sometimes overwriting each other.

色々変更や拡張がありすぎて全部見切れませんw
ぼちぼちPlayしながら確認して行きますかねー@@ノ

(PvE)Arms Warrior Setup

PvE Arms Warrのメモ。

status
Expertise Cap = 22 (Talent:Weapon Masteryをとっている場合は14)
Hit cap = 263 (DraeneiのHeroic Presenceがある場合は230)
Armor Penetration(ArP) Cap = 731(Grim Toll装着時119)

Glyphs
Rending/Execution/MS

Rotation
Rendは切らさず、OP/Execute/BladeStormはCD毎に即使用。
合間にSlamを、それでもRageが余るようならHSも織り交ぜる・・?
– Maintain Rend
– Mortal Strike
– Execute
– Overpower
– Slam

Weapon
ArPがCapするまではMace、Cap後はAxepolearmを。

追記:
今現在はFuryWarrをやっている訳ですが、PvE Arms Warrの個人的な感想など。
注:あくまでも個人的な見解ですので「これが正解!」ではありませんのでその辺はご理解下さいm(__)m
基本的に装備を0から集めるとなると、かなり大変な気がします。
最初は殆どDPSが出ないので、Raid等でかなり肩身の狭い思いをするかもです(;´∀`)
装備ですが、私はArPとCrit重視で選び、一見重要だと思われるSTR(AP)は意識して
上げる事はしませんでした。
上記でNaxxでDropするGrim Tollが有ればArPは119でOKなのですが、より安定性を持たせる為
ArPは出来るだけCap(731)に近づける方が安定したDmgが出ると思います。
(Grim Tollの発動率は結構良いのですけどね!)
ArPを上げていって、Capに近づいてきたらGrim Tollを外して別のTrinketを装備するのも有りだと思います。

次にCritですが、これは出来るだけ高く保った方が良いと思います。
最低でもNonBuffで37%を維持出きるようにsルのが良いみたいです。
頑張れば39%も夢では無いかも?w
理由についてですが、恐らくSTR(AP)が低くてもCritで補ってしまおう!
という事なんだと思います。。多分・・><
自分でも装備のsimulateをして解ったんですが、ArPとCritを高く保とうとすると
必然的にSTRまで手が回らないんですよね・・;;

あとExpertiseは必ずCapさせるようにします。

Skillのローテは上記の通りです。
rendは切らさず、MSとOP、SkillがUPしたらBS・Excuteをガンガン入れて行きましょう。
MobのHPが20%切ったらオンステージ状態(w)なので兎に角Excute連打!
Rageの許す限り連打するとDPSが跳ね上がります@@ノ(ある程度の装備が揃っているのが前提ですが)

武器についてですが、今の所Uld25manのGeneral VezaxからDropのLotrafen, Spear of the Damned
が最高ランクの武器になるかと思います。(Axeスペック前提ですが;;)
基本的にAxeスペックで無いと、Crit37%は難しいので武器の選択肢がpolearmになってしまっています。
(勿論Algalonは見なかったことで・・w;)

勿論SwordスペックやMaceスペックのArmsさんも居ると思いますので、これが一番!って訳ではありませんが
見て頂いた方の参考になれば幸いです。(間違いが多くて参考にならないかもですけど><)

最後に、自分が感じた良い所と駄目な所など・・
良い所
固い敵にはめっぽう強い!
敵のHPが20%切手からが本番です!
Excuteでのdmgがごつくてびっくりする!

駄目な所
雑魚戦では・・・・イマイチDPSが出し切れないで終ってしまう。
Furyと比べないで下さい・・・(´Д⊂ヽ
Castを止める事が出来ない。

自分が思ったのはこんな感じです。
正直、装備がかなり揃わないと本当にDPSが出ないので胃が痛くなりますw
あとCastを止めるのも他人まかせなので結構気が引けます><

そう言う点もひっくるめてArms大好きだー!って方は頑張ってみてください!

悩みは尽きない

いやいや。。DPSについてなんですけど><
詳しく言えば、DPSWarrの有り方について?

お金をバカバカ使いながら、色々talent変更して見てはいるものの
これだ!というものが自分で決まらないのでなんだかなーと。。

DPSだけ追い求めるならArmsの方がよさげなのですが
RaidBuffという点においては、FuryのRanpageCommanding Presence
捨て難い訳で・・。

ArmsでRampageは無理(そこまで深く掘れない気が)でも、Commanding Presenceを
取ることも出来なくはないのですが
他の部分にしわ寄せが・・(´Д⊂ヽ

DualでArms/Furyにしようかとも思ってはいるのですが、それはそれで装備がかなり大変そう。
同じような装備を流用出来ても、EnchantやGemを付け替えないとダメだと思うので
そうすると、DPSのDualする意味合いがなくなっちゃいますね^^;

同じだけの装備を両方分用意できるというなら別ですけど==;
それはほぼ無理なので、どちらをやるにせよ先輩DPSWarrさん達と話し合わないとです。。

今暫定的にFury/Armsのタレントにしていますが、体感的にはArmsは割とRageが余る感じで
Skilを使うにも余裕がある感じ。
逆にFuryは結構Rageがカツカツになってしまう時があります。
これはもしかしたら、余計なSkillをローテに混ぜちゃってるからかもしれないのですが・・

悩みは尽きませんが、精進あるのみです!

1.13用Talent考え中

今までとあまり変わらない感じのtalent(PH有りでProt-ShieldMastery有)
http://www.worldofwarcraft.com/info/classes/bc-warrior/talents.html?050000000000000000000000505010000000000000000335511030020123501000
現状維持+αだけど折角の41ptTalentが楽しめない?
Prot41まで
http://www.worldofwarcraft.com/info/classes/bc-warrior/talents.html?050000000000000000000000500000000000000000000335501030022103531031
PH無し。どっしり構えてkeepするなら良さそう。あ、Vitality5まで取って無いし・・TT
思うのですが、PHある人が少なくなるとかなりキツイんじゃないかと。。。
現状維持で41まで振らないならPH取れるけど、そうじゃなければprotもarmsもPH取るの
難しそう。。(Gluth戦が・・orz)
あと3日・・どーしよおお><