Rallying-Cry

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  • The Care and Feeding of Warriors: Keep yourself alive

    by 
    Matthew Rossi
    Matthew Rossi
    02.25.2012

    Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. One of the most important lessons I was forcibly reminded when killing heroic Yor'sahj this week was that dying makes you useless. Even if you can be given a battle res, that's not only lost damage time for you, it's lost damage or healing time for the person bringing you back from the dead. It means that battle res won't be available for a tank as the fight progresses, it's just a big mess. This was further reinforced by our Ultraxion kill. Killing Ultraxion on heroic means not only does everyone need to hit a minimum DPS threshold of about 33k sustained throughout the fight, they need to do this while performing nearly flawlessly on Hour of Twilight and Fading Light. Having tanked the past couple of weeks, it was a lesson I needed to relearn. DPS players can't rely on being the target of a dedicated healer -- there's usually two or three healers at most in 25 man raids (and less, perhaps just one in 10's) focusing their attention on the raid as a whole. Even if they break the healing up into assignments and don't deviate, there's still several people at any given time needing the healers attention. While they certainly usually do their best, if we don't help them out we're only hindering ourselves. The days of 'meh, they'll heal me through it' are long gone.

  • Raid Rx: Pick the best moments for Rallying Cry

    by 
    Matt Low
    Matt Low
    04.29.2011

    Every week, Raid Rx will help you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a founder of No Stock UI, a WoW blog for all things UI-, macro- and addon-related. Catch his weekly podcast on healing, raiding and leading on the Matticast. 4.1's out! I've been busy killing trolls in Zul'Aman and Zul'Gurub, grabbing healing loot for my alts. I wasn't able to get a chance to explore the new healing synergies with all the new healer abilities and Rallying Cry. Warriors have that new ability which temporarily grants 20% maximum health to members in your party or raid for 10 seconds before the health fades away. Like it or not, warriors are now a part of the arsenal that healing leaders have. Also, a nifty trick includes combining both Rallying Cry and Last Stand that leads to mega-health for your tank. Doing this requires two warriors. From what I can see, Rallying Cry needs to be used first, before Last Stand, to maximize benefits. Get your tanking warrior to use Enraged Regeneration, and that'll just about outheal anything most healers can do. Get used to adding Rallying Cry to your skills. Warriors, please remind your leaders that you have it available. Now, on what fights would your warriors be doing their whole yelling thing? I've got several in mind.

  • The Care and Feeding of Warriors: Patch 4.1 PTR Warrior changes

    by 
    Matthew Rossi
    Matthew Rossi
    02.26.2011

    Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. It wouldn't be a patch without warrior changes, and patch 4.1 is nothing if it isn't a patch. What are the really big standouts from an initial overview pass of the changes? Rallying Cry is a new ability that seems to work like Last Stand for the entire party or raid. Colossus Smash now only lowers armor by 70% for 6 seconds, down from 100%. Intercept stun is reduced to 1 second. In addition, Juggernaut will no longer increase the stun duration of Charge. Whirlwind will now reduce its cooldown by 6 seconds if it strikes four or more targets. Several arms abilities have had their damage increased, from Mortal Strike (175% weapon damage) to Overpower (145% weapon damage) to the talented Improved Slam (increases slam damage by 20/40%, up from 10/20%). These are most likely intended to compensate arms for losing Colossus Smash's armor penetration, indicating that nerf was aimed at fury DPS. Finally, Improved Hamstring will now also reduce the global cooldown on Hamstring by half a second for 1 point and a full second for two. Less stunning for warriors and more snaring seems to be the order of the day.