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Rage PvP Specc comparison


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Hey there.

 

I'm currently debating three different takes on my planned rage PvP specc

 

Variation 1: http://www.torhead.com/skill-calc#100bcZhMZG0RrdrRdGo.1

 

This one leaves Undying out and is more of a group oriented, offensive specc. I've successfully used this one in all WZ. Only gripe: Way more squishy than annihilation.

 

Variation 2: http://www.torhead.com/skill-calc#100bcZhMZG0RrdbRdGR.1

 

The consequence out of feeling squishy is leaving out some of the group utility to improve survivability. Question here: How good is undying really? Do you notice those 2% increased defense? I'd imagine the decreased cooldown on Undying Rage helps IF you have a healer in your team.

 

Variation 3: http://www.torhead.com/skill-calc#100bcZhMZG0RrdrRzGR.1

 

Again more group oriented and with increased survivability this one leaves interceptor out of the equation. The talent is fun but the only use I see is while pursuing an enemy neither slowed nor otherwise going to be reached in a reasonable amount of time ('til one of my two charges is again off cooldown)

 

So - what do you think is the most reasonable, most versatile or most fun version of those three?

 

Disclaimer: I'm fully aware that Annihilation has a HUGE fan base over here. I've already figured my prefered build in that tree. So please stay on topic and spare us all the comparisons with that tree (a carnage alternative would be interesting though as I'm approaching BM and I've heard that carnage gets viable at that level of gear)

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Hey there.

 

I'm currently debating three different takes on my planned rage PvP specc

 

Variation 1: http://www.torhead.com/skill-calc#100bcZhMZG0RrdrRdGo.1

 

This one leaves Undying out and is more of a group oriented, offensive specc. I've successfully used this one in all WZ. Only gripe: Way more squishy than annihilation.

 

Variation 2: http://www.torhead.com/skill-calc#100bcZhMZG0RrdbRdGR.1

 

The consequence out of feeling squishy is leaving out some of the group utility to improve survivability. Question here: How good is undying really? Do you notice those 2% increased defense? I'd imagine the decreased cooldown on Undying Rage helps IF you have a healer in your team.

 

Variation 3: http://www.torhead.com/skill-calc#100bcZhMZG0RrdrRzGR.1

 

Again more group oriented and with increased survivability this one leaves interceptor out of the equation. The talent is fun but the only use I see is while pursuing an enemy neither slowed nor otherwise going to be reached in a reasonable amount of time ('til one of my two charges is again off cooldown)

 

So - what do you think is the most reasonable, most versatile or most fun version of those three?

 

Disclaimer: I'm fully aware that Annihilation has a HUGE fan base over here. I've already figured my prefered build in that tree. So please stay on topic and spare us all the comparisons with that tree (a carnage alternative would be interesting though as I'm approaching BM and I've heard that carnage gets viable at that level of gear)

 

Variation 3 looks like a keeper to me. You should have 100% uptime of predation with relentless fury (it gives back 10 fury per person affected with predation I believe) so Interceptor is not needed imo

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Undying is awesome. The 2% passive damage reduction added to the 5% from Defensive Shii-Cho will put you at 31-32% passive Kinetic/Energy damage reduction prior to self-buffs. Overall 7% Elemental/Internal damage reduction, with Sorc buff brings you to a total of 17%.

 

In PvP, passive damage reduction is king.

 

Not to mention, a 45-second CD on Undying Rage with 2/4 Battlemaster is well worth the points.

 

---

 

Rage has unsurpassed survivability. You will be the last of your friends alive defending a node, preventing a cap and dishing out serious damage while reinforcements are on their way.

 

As for Strangulate and Unbreakable Rage... no thanks. Ravage isn't terrible and I DO use it but that point is better spent elsewhere... very rarely am I interupted anyhow and 90% of the time it's due to knockbacks, which the talent does not protect against (iirc). The same can be said for Force Choke, I have yet to see a serious reason to spec against channel pushback and more often than not, it's knockbacks and stuns that will stop you, not damage taken.

 

That's just my two cents.

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Hey there.

 

I'm currently debating three different takes on my planned rage PvP specc

 

Variation 1: http://www.torhead.com/skill-calc#100bcZhMZG0RrdrRdGo.1

 

This one leaves Undying out and is more of a group oriented, offensive specc. I've successfully used this one in all WZ. Only gripe: Way more squishy than annihilation.

 

Variation 2: http://www.torhead.com/skill-calc#100bcZhMZG0RrdbRdGR.1

 

The consequence out of feeling squishy is leaving out some of the group utility to improve survivability. Question here: How good is undying really? Do you notice those 2% increased defense? I'd imagine the decreased cooldown on Undying Rage helps IF you have a healer in your team.

 

Variation 3: http://www.torhead.com/skill-calc#100bcZhMZG0RrdrRzGR.1

 

Again more group oriented and with increased survivability this one leaves interceptor out of the equation. The talent is fun but the only use I see is while pursuing an enemy neither slowed nor otherwise going to be reached in a reasonable amount of time ('til one of my two charges is again off cooldown)

 

So - what do you think is the most reasonable, most versatile or most fun version of those three?

 

Disclaimer: I'm fully aware that Annihilation has a HUGE fan base over here. I've already figured my prefered build in that tree. So please stay on topic and spare us all the comparisons with that tree (a carnage alternative would be interesting though as I'm approaching BM and I've heard that carnage gets viable at that level of gear)

 

Wouldn't use any of those specs. Enraged slash is 3 wasted points, I'd sooner put two points in cloak of carnage and put the extra point somewhere else. Dual wield mastery is a bit of a waste, as most of your damage is coming from smash crits, its hard to justify that talent, the most I would put there is one point so I can reach defensive roll.

 

None of the specs had payback. Strangulate and unbreakable rage are 3 wasted points, and I wouldn't bother putting more than 1 point in malice. Smash is already an auto crit, so force crush, force choke and rupture would be the only things benefiting from it.

 

http://www.torhead.com/skill-calc#100bZRMMZRrRrzrMdGR.1

 

My current spec, works great for both solo and group senarios. Points in Defensive roll are floaters, but I find there are enough rage specced warriors and knights on my server to make it more than worthwhile.

Edited by AGoldCrayon
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Variation 3 looks like a keeper to me. You should have 100% uptime of predation with relentless fury (it gives back 10 fury per person affected with predation I believe) so Interceptor is not needed imo
Can someone confirm this please? If it's true... *squee!* PREDATION!!

 

[Edit] NVM, tested it myself. It works!

Edited by CaptainBarbosa
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http://www.torhead.com/skill-calc#100bcZbMZGdMrzrMdGR.1

 

Dw mastery is a filler talent. Overal it gives 1-2% dmg increase per point. Which is good, but not tradable for anything in Rage tree after tier 4.

 

Skip Force Scream buff for sure, slash is buffed enough to replace it and it's half price. Unbreakable Rage and Strangulate - leave them out you will not notice the difference.

You could even drop 1 more dw mastery and have 1 in Cloak of Carnage. It's hella underrated ability. Basically if u get the full benefit, you can replace 5 gcds of strike with 5 gcds of slash, that by itself makes a ton of dps difference. In fact per 12 second rotation, if you could replace 1 strike with a slash, that's a lot more dmg increase than 1 point DW mastery would give you.

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http://www.torhead.com/skill-calc#100bcZbMZGdMrzrMdGR.1

 

Dw mastery is a filler talent. Overal it gives 1-2% dmg increase per point. Which is good, but not tradable for anything in Rage tree after tier 4.

 

Skip Force Scream buff for sure, slash is buffed enough to replace it and it's half price. Unbreakable Rage and Strangulate - leave them out you will not notice the difference.

You could even drop 1 more dw mastery and have 1 in Cloak of Carnage. It's hella underrated ability. Basically if u get the full benefit, you can replace 5 gcds of strike with 5 gcds of slash, that by itself makes a ton of dps difference. In fact per 12 second rotation, if you could replace 1 strike with a slash, that's a lot more dmg increase than 1 point DW mastery would give you.

 

1 point in cloak of carnage is useless. An extra 10 rage a minute gained from CoP will be a much bigger impact than 1% added damage per attack.

 

Enraged Slash is not worth the 3 points. The bulk of your damage is coming from smash. Scream is a much better filler than VS, and costs less points to improve it. VS is most useful when you've already gone through as many smash rotations as you could pull off, and need a little bit extra, so pop Berserk and spam VS till the free ones end, its a poor mans aoe.

 

And why would you have 3 points in malice? That's two wasted points. It only increases crit chance, not crit damage. Smash is already 100% chance.

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