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Warrior Deadzone: Non existent?Follow

#1 Dec 17 2006 at 6:27 PM Rating: Decent
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Pre 2.0, a good tactic for a rogue fighting a warrior was cripple kiting. This involved hitting the warrior with crippling poison and your stunlock, and once the stunlock faded you backed away from the warrior just far enough that you were out of white hits, but close enough that you were within intercept. This was called the warrior dead zone, and was a great tactic for fighting warriors as it gave them no option of beating you senseless with their ridiculous melee power.

Now after 2.0, I wonder if the base melee attack range of all classes has increased. Although this would be a good thing for me in catching fleeing opponents as a rogue, it severely puts a damper on me fighting a warrior. I can no longer avoid their white hits (which each take away about 1/5 of my hp ><) and I'm powerless against their yellow hits (that have been known to two hit me). In other words, warriors are now stronger than they were before, at least when fighting rogues anyway.

If this is true and I'm not just incorrectly executing the cripple kite, then I guess it is well meritted. Blizzard has gave the warrior class ample moves targeted specifically at rogues that makes me believe they WANT the class to be able to trump us. Since blizzard gave us several anti-hunter and caster moves in the patch, this would be alright.

I don't mind having a new difficult enemy. I just want to know for sure if this deadzone is gone or if it's just in my head.
#2 Dec 17 2006 at 7:16 PM Rating: Decent
I would be extremely surprised if they removed the deadzone or increased melee range. It could be lag, that has put a damper on my melee kiting before.
#3 Dec 17 2006 at 10:55 PM Rating: Good
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8,779 posts
its still there. likely it was lag. ive had rogues try to crippling kite me recently (<3 booming voice and whirlwind range) and its worked....ive just learned how to counter the damn thing a bit better now.
#4 Dec 18 2006 at 4:29 AM Rating: Decent
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1,392 posts
Haven't noticed an increased melee range on my warrior, i'm pretty sure you would have seen the warrior forums dancing if they had changed it.

Going to have to agree with the above and say it was lag. Another thing that may cripple the deadzone kite a little is Second Wind, your rupture isn't going to do much damage if the warrior is still healing 10% of his health from your previous stun.

edit: woot for passing the 1000 mark without noticing, huzzah for 1002 posts! :p

Edited, Dec 18th 2006 7:32am by Muggins
#5 Dec 18 2006 at 7:08 PM Rating: Decent
Is there a mod that shows you your distance from your target by yards? I can learn to kite, but a mod would make the job alot easier
#6 Dec 18 2006 at 8:10 PM Rating: Decent
cant say much on the deadzone, but as for the double yellows it can be a few things depending on the stance the warrior is in.

if combat stance and you happen to dodge then it could be HS (heroic strike) + OP (over power) combo. OP procs every time an attack is dodged but does have a small cool down, not much of one though and as a rogue odds are you will be DODGING a lot. thus the double yellow hit.

It could also be clieve (not very rage efficient vs 1 on 1, but who knows) plus HS if the warrior has the rage to burn.

there are a few other combos that can cause 2 massive yellow hits on you from a warrior just depends on stance and amount of rage built up by the warrior. think sta/power for a rogue in executing your combos.
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