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11.0.2
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11.0.5
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评论来自
Ravenguard10
It will most likely last for the duration of Boodrage, if it isn't used up first...
Tanks have ~40k hp at that gear level and hence an ~8000damage shield will be applied when they Bloodrage.
Effectively reducing the chance that the tank would be taken out in the first couple of seconds due to lack of healers paying attention. (Though at the cost of some rage, which you should have already due to casting the actual spell Bloodrage)
Not godly, but certainly useful.
评论来自
Sagira
What this effectively does is give warriors a scaling health potion for 8-10k every minute. As compared to the health potion that heals for 4k on a 2 minute cooldown and can only be used once per fight.
I, personally, am drooling.
评论来自
424300
Rofl my "Oh !@#$" macro just got a command line longer.
评论来自
255359
With the warrior's lack of "on use" abilities compared to other tanks, this is an
extremely
useful and welcomed set bonus.
Not to mention it will free up a minor glyph slot allowing you to stack
Glyph of Battle
and
Glyph of Command
评论来自
Nimchip
This bonus is not as good as many of you think:
http://www.tankspot.com/forums/f97/59680-t10-set-bonuses-worth-6.html#post359173
It's going to absorb X amount, until it's consumed. If you are getting hit for 2k and the asborb is 12k, then you can absorb 6 hits. If you get hit for 6k it will absorb 2 hits, if you get hit for 25k (as per normal) it will take half the hit off.
It's more or less putting a double-strength PWS on you.
So, basically, what it amounts to is the ability to:
a) Potentially avoid a 1-shot every 1 minute
b) Become even more immune to trash with Shield Block up than you are already
...and that's about it.
评论来自
104412
I think the druid and dk 4 pc (12% damage reduction for 10s from all sources)is superior in most situations. It will stack with other cooldowns, as well as inspiration, and the 10 second duration is more useful.
A 10s HEAVY damage phase will have you being spam healed non stop, 1 x 20k hit removes this effect. A series of massive hits (40k+) will be instantly removed leaving you open to being gibbed, damage reduction for a period of time means even if a heal is late (and it will be coming) you have a better chance of living. (In conjunction with barkskin, on a 1min cooldown lasting 12s) it can be stacked or run after for extended damage reduction. This is just a once off with a lot less application.
评论来自
Gemeril
I think a nice side effect is added survivability on the pull. I usually pop it on the pull and put up commanding. So yeah, pretty nice on top of the extended use effect and freeing up a glyph slot, that's huge. The glyph slot I mean.
评论来自
Mexxe
For a nice combined macro making the use of lots of cooldowns at once you can use;
/cast Last Stand
/use Corroded Skeleton Key
/use Satrina's Impeding Scarab
/use Nightmare Seed
/cast Bloodrage
Its just a shame scarab has a 3minute cooldown while everything else is 2 (or 1!)
评论来自
NeciFiX
This would be a nice cooldown to add to the arsenal, but, really, it's not worth it.
Like an above poster said, it's only probably going to avoid a potential one shot every minute, and if you're being jumped on by mobs, shield block has pretty much got ya if your healer isn't dead, which will get you killed either way. Plus, you're sacrificing great effective health pieces like
Pillars of Might
or
Cataclysmic Chestguard
, which ICC utilizes. True, upgrading the pieces to T10.5 would help, but, even then, would not erase many of the gains, and would be time consuming and gear-restricting. Even if you had 90k health raid buffed and all cooldowns popped, you would have an 18k absorbtion shield once a minute.
This is very nice, but, will only withstand one hit, maybe two if you're on a lighter hitting boss. While if you were stacking all this EH gear, you wouldn't have to worry about being one-shotted in the first place.
I definitely recommend the two piece of the Warrior T10, and I am currently using the gloves/shoulders, but, the 4 piece, although is probably one of the best in a long time, is not as powerful as stacking some of the other crafted/frost emblem gear, which will provide a solid threat bonus , effective health bonus and avoidance over a 17k once-a-minute shield.
Just my opinion. I can see other peoples' point of view, but, for me, I'll be sticking to just the two piece.
评论来自
veeto
Is there a buff that you're supposed to get when you have this setbonus? Seems borked right now to me. No bubble/shield/buff added when I bloodrage on my toon Ruñt. Correction, I gain Stoicism, but it doesn't "Last until cancelled." it's about an 8 second buff?
评论来自
307852
I have the feeling that warriors got this 4p set bonus for the Arthas fight.
He does that soul reaper spell once every 30 seconds, so you have to fit your CDs there. As warriors don't have as many tanking CDs as, say, DKs have, it comes in handy for us.
It is like 50k pure damage on normal, not mitigated by armor, but mitigated by stance and improved stance I guess, but still is a great chunk of damage.
So with this warriors will have a mitigation ability that can be used at every second Soul reaper, alongside with the glyphed last stand and glyphed shield wall that can be used every fourth soul reaper.
This means to me that with good timing warriors will have a CD for every soul reaper.
评论来自
534473
Interestingly, this scales
twice
with the ICC percentage buff. Not only is your health increased, therefore increasing the size of the shield, but because it's an absorb shield itself, it's increased by the ICC buff again on its own.
Example:
Warrior has 40k health. The ICC buff gives him an extra 25% health and 25% shield absorbs.
40k x 125% = 50k health. 50k health x 20% = 10k shield.
10k shield x 125% = 12.5k health, which is now 25% of the warrior's max health instead of 20%. Neato!
Also, people keep complaining about other more sustainable/overall mitigation or EH being more useful but really it isn't. As much as EH is useful, it's the big, sudden spikes of damage that are more likely to kill your tanks, particularly on a fight like the Lich King. For example, say you had a choice between a 15k absorb once per minute and a 12% damage reduction from all sources for 10 seconds once per minute. Although overall the 12% damage reduction CD might reduce more in the long run, there's no point in taking that over the 15k absorb if it's a single very large hit that's killing you, and usually it is. Let's say for example it was a 60k hit on a tank with 50k health. A tank using the 12% reduction cooldown is going to be killed by the hit regardless of how much other damage he has mitigated, whereas a tank using the 15k absorb
will survive
regardless of not being able to mitigate any other damage.
So yes, while EH is good, it's only useful up to the point where you're always alive when you aren't taking spiky damage, at which point, the cooldowns become a lot more important, and the EH merely saves your healers a bit of mana. There are various massive damage abilities used by bosses and mobs in WoW which are purely designed to kill your tanks and it is these abilities that you need cooldowns like this for. The rest of the damage is really just to give your healers something to do and make sure your raid isn't ridiculously undergeared.
评论来自
306084
I have searched far and wide on EJ, WoWforums, and wowhead and haven't been able to find the detailed method in which the absorb amount is calculated.
Here is a list of the possible ways the absorb is calculated:
Note: I know I left out 10% dmg reduction for defensive stance and probably a lot more but just bare with it.
A. Warrior pops bloodrage with 75k hp. WoW calculates that 15k dmg will be absorbed over the next 10 seconds. Warrior pops Last Stand and max hp increases to 97.5k hp for the next 20 seconds. Warrior takes one 60k boss swing first mitigated by armor--lets say armor mitigation is 70%, so he'll receive 18k damage after armor mitigation. 15k damage is absorbed and 3k damage is dealt to the warrior. This seems the most likely scenario, as it is the easiest to program and doesn't add unnecessary calculations.
B. Warrior pops bloodrage with 75k hp. WoW calculates that 15k dmg will be absorbed over the next 10 seconds. Warrior pops Last Stand before he has taken damage and max hp increases to 97.5k hp for the next 20 seconds. The absorb amount is recalculated because of the change in hp and now absorbs a total of 19.5k hp. Warrior takes one 60k boss swing first mitigated by armor--lets say armor mitigation is 70%, so he'll receive 18k damage after armor mitigation. 18k damage is absorbed by the 19.5k shield and an additional 1.5k absorb barrier remains on the tank. In this scenario WoW would recalculate the absorb amount by checking the max hp amount and adjusting the maximum and remaining absorb values every second, or two seconds, or whatever frequency in which it checks. If the warrior had used 3k of the original 15k absorb and then popped last stand, the readjustment would occur assuming a high frequency of adjustment and allow for (12k/15k remaining absorb x 19.5k new hp amount)=15.6k more damage to be absorbed. Similarly if the tank hp decreased (last stand buff drops off) post-activation of bloodrage the amount remaining to be absorbed would also decrease with a similar calculation.
If you assume like I have that scenario A is the real method of calculation, then in the event of a long span of heavy damage (as in the third inhale of festergut) the best time to use it would be just as last stand is about to fall off. This gives a nice rotation of cooldowns to last you the entire phase.
It goes without saying to always keep your improved demoralizing shout and improved thunderclap on whatever boss you're fighting. During the tank change in festergut, it is easiest for healers to tank switch during the third inhale cast because he's not attacking. The healers can get the new tank HoTted up without worrying about keeping the 9stack tank up. The warrior tank taking the boss should pop a 2min armor pot along with shield wall just before taking the first hit of the third inhale phase. Coordinate receiving Pain Suppression, Hand of Sacrifice and Guardian Spirit with other members of your raid as well as your corroded skeleton key. If you're doing Hard mode, you'll want to receive such cooldowns if a tank healer is dodging a slime, otherwise plan for the beginning of the phase and during the next second inhale before the first tank's debuff drops. You'll want to use Last Stand just as shield wall wears off to give you cooldowns lasting the full duration of the inhale phase. Because you'll hit shield wall 0.5 second early and you give yourself a 1.5ish second wiggleroom for Last stand transition and the 3rd inhale phase lasts about 30 seconds iirc, you should be hitting your 4pc 19.5k absorb just as he casts pungent blight right before last stand drops off. This will let healers shoot an instant on a low raid member rather than to burst up the tank hp. Anywho, because last stand may or may not be up during pungent blight depending on your timing, it may not matter whether the absorb is calculated through scenario A or B, but it would be helpful is someone would post a confirmation of the type.
More on Elitist Jerks.
http://elitistjerks.com/f81/t45411-finalizing_prot_warrior_design/
评论来自
289428
Using
Enraged Regeneration
does not consume
the effect
.
Similarly, simply clicking off your Bloodrage buff does not remove the effect, but who would ever do that?
链接
Item - Warrior T10 Protection 4P Bonus
Item - Warrior T10 Protection 4P Bonus
需要 战士
你的盾墙技能现在会吸收伤害,数值相当于你的最大生命值的20%,持续10 sec。
魔法增益
法术细节
持续时间
n/a
类型
物理
机制
n/a
驱散类型
n/a
GCD目录
n/a
成本
无
范围
0码
(自身)
施法时间
瞬发
冷却
n/a
GCD
0秒
光环触发几率
100%
效果 #1
Apply Aura:Dummy (14)
价值:-100
PVP 倍率:1
服务器端脚本
效果 #2
[(Unknown 效果 #0)]
价值:20
PVP 倍率:1
标记
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