Why rage dump




















Post by pak52b a rage dump is when you use an attack heroic strike for example to get rid of excess rage once you get , you stay at and cant get more, meaning rage generation is basically 0. Post by This post was from a user who has deleted their account. Post by Zalambar "Rage starved" can mean any situation where you do not have enough rage to use your special abilities as fast as you would like to.

Tanking warriors often have trouble trying to generate threat when they do not have aggro from the target, either because someone pulled the mob off the tank or during encounters in which several tanks need to be at the top of the threat list.

A tank get see a similar situation if they get unlucky and manage to dodge or parry several attacks in a row. This is especially problematic at the very beginning of a fight where the tank does not have much of a lead over the healers and damage dealers. In a few cases you might even see well geared tanks complain about being "rage starved" when trying to tank easier encounters.

Rage pooling can be useful for those specializations that have abilities which increase their damage for a period of time. Although you will usually want to spend Rage in the most efficient or useful way possible.

Because of its cap at with [ Deadly Calm ] , when any further Rage generated will be capped, it becomes desirable to spend it quickly. The ability to expend Rage is generally limited by the global cooldown , as well as by the cooldowns of some individual abilities.

When accumulating more Rage than being spent, players should use a "Rage dump" to avoid wasting it. Rage dumps are generally inefficient or unrewarding in proportion to their cost, making them less desirable to spend Rage on, but are better than simply wasting Rage.

The rule of thumb for Rage dumps is to use them only when you are accumulating more Rage than you can spend. For ease of use and smoothness in one's rotation for dumping Rage, these spells are sometimes not affected by the global cooldown so they can be used in addition to their preferred abilities without sacrificing time, damage, or Rage generation. In the past, there were such spells that dealt damage, but now off-GCD dumps are relegated entirely to defensive spells.

Generation from all sources is balanced around how much Rage you can spend on the GCD. Should such spells return, they can be used for large but inefficient bursts of damage that may leave you Rage-starved, but can be situationally useful to finish off targets like in PvP.

The main mistake made with Rage dumps is to assume you must use them as often as possible. Rage dumps should generally not be used unless there is no better way of spending the Rage, or if the situation demands use of that spell. Ignore Pain has a limit to its absorb shield, so if possible they should avoid over-capping it. Revenge can be used when defense is not needed. Because Fury Warriors are designed to spend all of their Rage on [ Rampage ] as often as possible, which costs most of their Rage bar, they don't need off-GCD dumps, and Rampage doesn't qualify as a dump since it's their most powerful Rage spender.

Arms Warriors tend to be able to spend more than they can generate, so they have no off-GCD dumps. The spells [ Slam ] and [ Whirlwind ] are their on-GCD damage dumps when more powerful spells are not available. Druids' only off-GCD Rage dump is [ Ironfur ] which is enough to handle the amount of Rage they generate from all sources - especially because Ironfur has a stacking effect which makes it very efficient to pool Rage before a large burst of damage and then spend it multiple times at once.

Most warrior abilities and bear-form abilities consume Rage. Activate it when you estimate that the boss has about 30 seconds left to live for maximum benefit. During progression, you might want to save it for a particularly hard phase or for dealing massive AoE damage to extra targets that will only show up later in the fight.

Use it twice in a long fight if you can, and try to stack it up with other cooldowns and short duration damage consumables for maximum carnage.

Retaliation is hard to use inside a group context as a damage dealer, since it requires enemies to be hitting you instead of the tank. Feel free to use it while "DPS-tanking" a weaker hitting enemy that the tanks lost aggro on, but your minute cooldown is typically better spent on Recklessness , instead. Recklessness should be used alongside Death Wish during the Execute phase of a boss.

Shield Wall is your major defensive cooldown, and should be used whenever you are at an imminent risk of dying, but keep in mind that it will make Recklessness unusable for 30 minutes, so try to avoid requiring it in the first place. Demoralizing Shout is much more powerful against most bosses than it is against players, as bosses gain damage much faster per point of Attack Power they have.

If you have the Improved Demoralizing Shout talent at the request of your raid group , make sure to keep its debuff on enemies. Regardless, it might still be worth applying, especially to faster swinging bosses who might otherwise land three hits on a Warrior tank before Shield Block can be refreshed, opening the possibility for a devastating critical strike.

Taunt is your single-target taunt ability. Casting Taunt instantly makes the enemy focus on you exclusively for 3 seconds, and increases your threat threshold to be equal to whoever had aggro when you taunted. While this is not an ability you usually want to use, consider doing it if it will save a squishier class from being melee hit from loose enemies. There a few important ways Intercept can be helpful. Knockback mechanics can be almost entirely negated, if reacted to quickly.

You can also use it to move quickly to another area or to interrupt enemies with its 3-second stun. Intimidating Shout should be used for crowd control purposes or survivability purposes. Be careful with this ability, though, as the fleeing enemies can run into another pack of enemies and pull them, possibly resulting in a wipe. Berserker Rage is a critical ability against enemies that fear, such as Onyxia and Nefarian. While feared, you are not dealing damage, and worse: you might run to the wrong place and promptly get cleaved or tail swiped out.

Once you realize the fear is coming, quickly swap to Berserker Stance and activate Berserker Rage to nullify it pre-emptively.

Many players simply do not use their interrupt unless specifically instructed to. Interrupting enemies can stop potentially deadly casts from going out. Identify those dangerous casts and use your interrupt to prevent them. In this section, we will dive a bit deeper into the core mechanics and various abilities of DPS Warriors.

Understanding these topics is an important step to truly mastering the specialization. Warrior's primary resource is Rage. It is important that you understand how Rage is generated, so you can effectively manage and use it. Rage has a maximum capacity of , and is empty by default. Rage decays at a rate of 3 per second while out of combat.

In combat, Rage does not decay and may even slowly tick up, if you have the Anger Management talent. You generate Rage in two main ways, by hitting enemies with auto-attacks white hits , and by being hit by enemies.



0コメント

  • 1000 / 1000