/// <summary> /// Smashes a target for 150% weapon damage plus 132-133 and weakens their defenses, /// allowing your attacks to entirely bypass their armor for 6 sec. /// <para>DPSWarrChar.Talents: Sudden Death [MeleeHits reset cooldown, (3*Pts)% Chance]</para> /// <para>Glyphs: Colossus Smash [Refreshes Sunder Armor on target]</para> /// <para>Sets: none</para> /// </summary> public ColossusSmash(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.ColossusSmash; ReqMeleeWeap = ReqMeleeRange = StanceOkArms = StanceOkFury = true; RageCost = 20f; CD = 20f; DamageBase = DamageBaseBonus + DPSWarrChar.CombatFactors.AvgMHWeaponDmgUnhasted * DamageMultiplier; UseReact = true; // Initialize(); }
/// <summary> /// Grants a (16+2*Mastery)% chance for your melee attacks to instantly trigger /// an additional melee attack for 100% normal damage. Each point of Mastery /// increases this chance by 2%. /// <para>Talents: Passive Arms Benefit</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public StrikesOfOpportunity(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // ReqMeleeRange = ReqMeleeWeap = true; StanceOkArms = true; DamageBase = DPSWarrChar.CombatFactors.AvgMHWeaponDmgUnhasted * DamageModifier; RageCost = -1f; GCDTime = 0f; UsesGCD = false; // Initialize(); }
/// <summary> /// Attempt to finish off a wounded foe, causing (10+AP*0.437) physical damage and /// consumes up to 20 additional rage to deal up to (AP*0.874-1) additional damage. /// Only usable on enemies that have less than 20% health. /// <para>Talents: Executioner [Exec procs Haste], Sudden Death [Keep 5*Pts Rage After Use]</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public Execute(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.ExecuteSpam; ReqMeleeWeap = ReqMeleeRange = true; RageCost = 10f; DamageBonus = 1f + DPSWarrChar.StatS.BonusExecuteDamageMultiplier; FreeRage = 0f; StanceOkFury = StanceOkArms = true; // Initialize(); }
/// <summary> /// Smashes a target for 150% weapon damage plus 132-133 and weakens their defenses, /// allowing your attacks to entirely bypass their armor for 6 sec. /// <para>DPSWarrChar.Talents: Sudden Death [MeleeHits reset cooldown, (3*Pts)% Chance]</para> /// <para>Glyphs: Colossus Smash [Refreshes Sunder Armor on target]</para> /// <para>Sets: none</para> /// </summary> public ColossusSmash(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.ColossusSmash; ReqMeleeWeap = ReqMeleeRange = StanceOkArms = StanceOkFury = true; RageCost = 20f; CD = 20f; DamageBase = DamageBaseBonus + DPSWarrChar.CombatFactors.AvgMHWeaponDmgUnhasted * DamageMultiplier; UseReact = true; // Initialize(); }
/// <summary> /// Instant, 1 min Cd, 30 yd, Melee Weapon (Any) /// <para>Throws your weapon at the enemy causing 12+(AP*0.5) damage (based on attack power). This ability causes high threat.</para> /// <para>DPSWarrChar.Talents: Gag Order [(50*Pts)% Chance to Silence Target for 3 sec, -(15*Pts) sec Cd]</para> /// <para>Glyphs: Heroic Throw [Applies a Stack of Sunder Armor]</para> /// <para>Sets: none</para> /// </summary> public HeroicThrow(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // //AbilIterater = (int)CalculationOptionsDPSWarr.Maintenances.HeroicThrow_; ReqMeleeWeap = ReqMeleeRange = StanceOkFury = StanceOkArms = StanceOkDef = true; DamageBase = 12f + DPSWarrChar.StatS.AttackPower * 0.50f; CD = 60f - DPSWarrChar.Talents.GagOrder * 15f; // In Seconds RageCost = -1f; // Free IsMaint = true; // Initialize(); }
/// <summary> /// A vicious strike that deals 165% weapon damage plus 513 and wounds the /// target, reducing the effectiveness of any healing received by 10% for 10 sec. /// <para>DPSWarrChar.Talents: none</para> /// <para>Glyphs: Glyph of Mortal Strike [+10% Dmg]</para> /// <para>Sets: T8 4P [+Crit %]</para> /// </summary> public MortalStrike(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.MortalStrike; ReqMeleeWeap = ReqMeleeRange = StanceOkArms = true; DamageBase = DPSWarrChar.CombatFactors.NormalizedMHWeaponDmg * DamageMultiplier + DamageBaseBonus; DamageBonus = (1f + DPSWarrChar.StatS.BonusMortalStrikeDamageMultiplier); CD = 4.5f; // In Seconds RageCost = 20f; BonusCritChance = DPSWarrChar.Talents.Cruelty * 0.05f; // Initialize(); }
// Constructors public WhiteAttacks(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; //Char = character; //StatS = stats; //Talents = Char.WarriorTalents == null ? new WarriorTalents() : Char.WarriorTalents; //DPSWarrChar.CombatFactors = cf; //CalcOpts = calcOpts; //BossOpts = bossOpts; MHAtkTable = new AttackTable(DPSWarrChar.Char, DPSWarrChar.StatS, DPSWarrChar.CombatFactors, DPSWarrChar.BossOpts, true, false, false, false); OHAtkTable = new AttackTable(DPSWarrChar.Char, DPSWarrChar.StatS, DPSWarrChar.CombatFactors, DPSWarrChar.BossOpts, false, false, false, false); // SlamActsOverDurO20 = SlamActsOverDurU20 = 0f; }
/// <summary> /// A vicious strike that deals 165% weapon damage plus 513 and wounds the /// target, reducing the effectiveness of any healing received by 10% for 10 sec. /// <para>DPSWarrChar.Talents: none</para> /// <para>Glyphs: Glyph of Mortal Strike [+10% Dmg]</para> /// <para>Sets: T8 4P [+Crit %]</para> /// </summary> public MortalStrike(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.MortalStrike; ReqMeleeWeap = ReqMeleeRange = StanceOkArms = true; DamageBase = DPSWarrChar.CombatFactors.NormalizedMHWeaponDmg * DamageMultiplier + DamageBaseBonus; DamageBonus = (1f + DPSWarrChar.StatS.BonusMortalStrikeDamageMultiplier); CD = 4.5f; // In Seconds RageCost = 20f; BonusCritChance = DPSWarrChar.Talents.Cruelty * 0.05f; // Initialize(); }
/// <summary> /// Instant, No Cd, No Rage, Melee Range, (Any) /// Instantly attack the target causing (AP*56/100) damage and healing you for 20% of your /// maximum health. Can only be used within 20 sec after you kill an enemy that yields /// experience or honor. /// <para>DPSWarrChar.Talents: </para> /// <para>Glyphs: /// Glyph of Victory Rush [Increases the total healing provided by your Victory Rush by 50%], /// Glyph of Enduring Victory [+5 sec to length before ability wears off] /// </para> /// <para>Sets: </para> /// </summary> public VictoryRush(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.VictoryRush; ReqMeleeWeap = ReqMeleeRange = true; StanceOkFury = StanceOkArms = StanceOkDef = true; RageCost = -1f; // DamageBase = DPSWarrChar.StatS.AttackPower * 56f / 100f; DamageBonus = 1f + DPSWarrChar.StatS.BonusVictoryRushDamageMultiplier; HealingBase = DPSWarrChar.StatS.Health * 0.20f * (1f + (DPSWarrChar.Talents.GlyphOfVictoryRush ? 0.50f : 0f)); // 20% of Max Health Restored // Initialize(); MHAtkTable = DPSWarrChar.Whiteattacks.MHAtkTable; }
/// <summary> /// An attack that instantly deals (8+AP*0.60) physical damage. A good attack for moments of excess rage. /// <para>DPSWarrChar.Talents: Improved Heroic Strike [-(1*Pts) rage cost], Incite [+(5*Pts)% crit chance]</para> /// <para>Glyphs: Glyph of Heroic Strike [+10 rage on crits]</para> /// <para>Sets: none</para> /// </summary> public HeroicStrike(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; //Char = c; StatS = s; CombatFactors = cf; Whiteattacks = wa; CalcOpts = co; BossOpts = bo; // AbilIterater = (int)Maintenance.HeroicStrike; ReqMeleeWeap = ReqMeleeRange = true; StanceOkFury = StanceOkArms = StanceOkDef = true; CD = 3f * (1f - dpswarrchar.StatS.HeroicStrikeCleaveCooldownReduction); // In Seconds RageCost = 30f; DamageBase = 8f + DPSWarrChar.StatS.AttackPower * 0.60f; DamageBonus = 1f + DPSWarrChar.StatS.BonusHeroicStrikeDamageMultiplier; BonusCritChance = DPSWarrChar.Talents.Incite * 0.05f; UsesGCD = false; // Initialize(); }
/// <summary> /// A sweeping attack that strikes the target and a nearby ally, dealing (6 + $ap * 0.45) physical damage. /// <para>DPSWarrChar.Talents: Improved Cleave [+(40*Pts)% Damage], Incite [+(5*Pts)% Crit Perc]</para> /// <para>Glyphs: Glyph of Cleaving [+1 targets hit]</para> /// <para>Sets: none</para> /// </summary> public Cleave(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; //Char = c; StatS = s; CombatFactors = cf; Whiteattacks = wa; CalcOpts = co; BossOpts = bo; // AbilIterater = (int)Maintenance.Cleave; ReqMeleeWeap = ReqMeleeRange = ReqMultiTargs = true; StanceOkFury = StanceOkArms = StanceOkDef = true; CD = 3f * (1f - dpswarrchar.StatS.HeroicStrikeCleaveCooldownReduction); // In Seconds RageCost = 30f; Targets = 2f + (DPSWarrChar.Talents.GlyphOfCleaving ? 1f : 0f); DamageBase = 6f + DPSWarrChar.StatS.AttackPower * 0.45f; DamageBonus = 1f + DPSWarrChar.StatS.BonusCleaveDamageMultiplier; UsesGCD = false; // Initialize(); }
/// <summary> /// In a whirlwind of steel you attack all enemies within 8 yards, /// causing 65% weapon damage from both melee weapons to each enemy. /// <para>DPSWarrChar.Talents: Improved Whirlwind [+(10*Pts)% Damage], Unending Fury [+(2*Pts)% Damage]</para> /// <para>Glyphs: Glyph of Whirlwind [-2 sec Cooldown]</para> /// <para>Sets: none</para> /// </summary> public Whirlwind(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; //Char = c; StatS = s; CombatFactors = cf; Whiteattacks = wa; CalcOpts = co; BossOpts = bo; // AbilIterater = (int)Maintenance.Whirlwind; ReqMeleeWeap = ReqMeleeRange = true; StanceOkFury = true; SwingsOffHand = true; MaxRange = 8f; // In Yards Targets = 10f; CD = 10f; // In Seconds RageCost = 25f; DamageBase = (DPSWarrChar.CombatFactors.NormalizedMHWeaponDmg + DPSWarrChar.CombatFactors.NormalizedOHWeaponDmg) * DamageMultiplier; DamageBonus = 1f + DPSWarrChar.StatS.BonusWhirlwindDamageMultiplier; // Initialize(); }
/// <summary> /// In a whirlwind of steel you attack all enemies within 8 yards, /// causing 65% weapon damage from both melee weapons to each enemy. /// <para>DPSWarrChar.Talents: Improved Whirlwind [+(10*Pts)% Damage], Unending Fury [+(2*Pts)% Damage]</para> /// <para>Glyphs: Glyph of Whirlwind [-2 sec Cooldown]</para> /// <para>Sets: none</para> /// </summary> public Whirlwind(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; //Char = c; StatS = s; CombatFactors = cf; Whiteattacks = wa; CalcOpts = co; BossOpts = bo; // AbilIterater = (int)Maintenance.Whirlwind; ReqMeleeWeap = ReqMeleeRange = true; StanceOkFury = true; SwingsOffHand = true; MaxRange = 8f; // In Yards Targets = 10f; CD = 10f; // In Seconds RageCost = 25f; DamageBase = (DPSWarrChar.CombatFactors.NormalizedMHWeaponDmg + DPSWarrChar.CombatFactors.NormalizedOHWeaponDmg) * DamageMultiplier; DamageBonus = 1f + DPSWarrChar.StatS.BonusWhirlwindDamageMultiplier; // Initialize(); }
/// <summary> /// Wounds the target causing them to bleed for 525 damage plus an additional (0.25*6*((MWB+mwb)/2+AP/14*MWS)) (based on weapon damage) over 15 sec. /// <para>DPSWarrChar.Talents: Improved Rend [+(10*Pts)% Bleed Damage], Trauma [+(15*Pts)% Bleed Damage]</para> /// <para>Glyphs: Glyph of Rending [+2 damage ticks]</para> /// <para>Sets: none</para> /// </summary> public Rend(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.Rend; ReqMeleeWeap = true; ReqMeleeRange = true; Duration = 15f; // In Seconds RageCost = 10f; Targets = DPSWarrChar.Talents.BloodAndThunder > 0 ? DPSWarrChar.Talents.BloodAndThunder * 0.50f * 10f : 1f; CD = Duration + 3f; TimeBtwnTicks = 3f; // In Seconds StanceOkArms = StanceOkDef = true; DamageBase = DamageBaseBonus; // Initialize(); }
/// <summary> /// Instantly attack the target causing [AP*80/100] damage. In addition, the next 3 successful melee /// attacks will restore 0.5% health. This effect lasts 8 sec. Damage is based on your attack power. /// <para>DPSWarrChar.Talents: Bloodthirst (Requires talent), Unending Fury [+(2*Pts)% Damage]</para> /// <para>Glyphs: Glyph of Bloody Healing [+40% from healing effect]</para> /// <para>Glyphs: Glyph of Bloodthirst [+10% damage]</para> /// <para>Sets: none</para> /// </summary> public Bloodthirst(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; //Char = c; StatS = s; CombatFactors = cf; Whiteattacks = wa; CalcOpts = co; BossOpts = bo; // AbilIterater = (int)Maintenance.Bloodthirst; ReqMeleeWeap = ReqMeleeRange = true; StanceOkFury = true; CD = 3f; // In Seconds //Duration = 8f; RageCost = 20f; BonusCritChance = DPSWarrChar.Talents.Cruelty * 0.05f; DamageBase = DPSWarrChar.StatS.AttackPower * 0.8f; DamageBonus = 1f + DPSWarrChar.StatS.BonusBloodthirstDamageMultiplier; HealingBase = DPSWarrChar.StatS.Health * 0.005f * 3f; HealingBonus = 1f + (DPSWarrChar.Talents.GlyphOfBloodyHealing ? 0.4f : 0f); // Initialize(); }
/// <summary> /// Your critical strikes cause the opponent to bleed, dealing (16*Pts)% of your /// melee weapon's average damage over 6 sec. /// <para>DPSWarrChar.Talents: Deep Wounds (Requires Talent) [(16*Pts)% damage dealt]</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public DeepWounds(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.DeepWounds; ReqMeleeWeap = true; ReqMeleeRange = true; CanCrit = false; Duration = 6f; // In Seconds TimeBtwnTicks = 1f; // In Seconds StanceOkFury = StanceOkArms = StanceOkDef = true; mhActivates = ohActivates = 0f; UseHitTable = false; UsesGCD = false; // Initialize(); }
/// <summary> /// A mighty blow that deals 120% weapon damage from both melee weapons. Can only be used while Enraged. /// <para>DPSWarrChar.Talents: none</para> /// <para>Glyphs: RagingBlow [+5% Crit Chance]</para> /// <para>Sets: none</para> /// </summary> public RagingBlow(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; //Char = c; StatS = s; CombatFactors = cf; Whiteattacks = wa; CalcOpts = co; BossOpts = bo; // ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.RagingBlow; AbilIterater = (int)Maintenance.RagingBlow; ReqMeleeWeap = ReqMeleeRange = true; CD = 6f; // In Seconds RageCost = 20f; StanceOkFury = true; SwingsOffHand = true; BonusCritChance = DPSWarrChar.Talents.GlyphOfRagingBlow ? 0.05f : 0f; DamageBonus = 1f + DPSWarrChar.StatS.BonusRagingBlowDamageMultiplier; DamageBonus *= 1f + (2f * 0.056f + 0.0560f * StatConversion.GetMasteryFromRating(DPSWarrChar.StatS.MasteryRating, CharacterClass.Warrior)); // Initialize(); }
/// <summary> /// Your Bloodthirst hits have a 30% chance of making your next Slam instant and free for 10 sec. /// <para>DPSWarrChar.Talents: Bloodsurge (Requires Talent) [(10*Pts)% chance]</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public BloodSurge(DPSWarrCharacter dpswarrchar, Ability slam, Ability bloodthirst) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.Bloodsurge; ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.Bloodsurge; ReqMeleeWeap = ReqMeleeRange = true; Duration = 10f; // In Seconds RageCost = -1f; StanceOkFury = true; SwingsOffHand = true; _slamInfo = slam; _btInfo = bloodthirst; UseReact = true; Initialize(); }
/// <summary> /// Instantly attack the target causing [AP*80/100] damage. In addition, the next 3 successful melee /// attacks will restore 0.5% health. This effect lasts 8 sec. Damage is based on your attack power. /// <para>DPSWarrChar.Talents: Bloodthirst (Requires talent), Unending Fury [+(2*Pts)% Damage]</para> /// <para>Glyphs: Glyph of Bloody Healing [+40% from healing effect]</para> /// <para>Glyphs: Glyph of Bloodthirst [+10% damage]</para> /// <para>Sets: none</para> /// </summary> public Bloodthirst(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; //Char = c; StatS = s; CombatFactors = cf; Whiteattacks = wa; CalcOpts = co; BossOpts = bo; // AbilIterater = (int)Maintenance.Bloodthirst; ReqMeleeWeap = ReqMeleeRange = true; StanceOkFury = true; CD = 3f; // In Seconds //Duration = 8f; RageCost = 20f; BonusCritChance = DPSWarrChar.Talents.Cruelty * 0.05f; DamageBase = DPSWarrChar.StatS.AttackPower * 0.8f; DamageBonus = 1f + DPSWarrChar.StatS.BonusBloodthirstDamageMultiplier; HealingBase = DPSWarrChar.StatS.Health * 0.005f * 3f; HealingBonus = 1f + (DPSWarrChar.Talents.GlyphOfBloodyHealing ? 0.4f : 0f); // Initialize(); }
/// <summary> /// Instantly overpower the enemy, causing 125% weapon damage. Only useable after the target dodges. /// The Overpower cannot be blocked, dodged or parried. /// <para>DPSWarrChar.Talents: Improved Overpower [+(25*Pts)% Crit Chance]</para> /// <para>Glyphs: Glyph of Overpower [+10% DMG]</para> /// <para>Sets: none</para> /// </summary> public Overpower(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.Overpower; ReqMeleeWeap = ReqMeleeRange = true; CanBeDodged = CanBeParried = CanBeBlocked = false; CD = 1.5f;// In Seconds GCDTime = CD; RageCost = 5f; //Targets += DPSWarrChar.StatS.BonusTargets; StanceOkArms = true; DamageBase = DPSWarrChar.CombatFactors.NormalizedMHWeaponDmg * DamageMultiplier; DamageBonus = (1f + DPSWarrChar.StatS.BonusOverpowerDamageMultiplier); BonusCritChance = 0.20f * DPSWarrChar.Talents.TasteForBlood; BonusCritDamage = 1f + DPSWarrChar.Talents.Impale * 0.1f; UseReact = true; // can't plan for this // Initialize(); }
/// <summary> /// You become a whirling storm of destructive force, instantly striking all nearby targets for /// 150% weapon damage and continuing to perform a whirlwind attack every 1 sec for 6 sec. /// While under the effects of Bladestorm, you do not feel pity or remorse or fear and you /// cannot be stopped unless killed or disarmed, but you cannot perform any other abilities. /// <para>DPSWarrChar.Talents: Bladestorm [Requires Talent]</para> /// <para>Glyphs: Glyph of Bladestorm [-15 sec Cd]</para> /// <para>Sets: none</para> /// </summary> public Bladestorm(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.Bladestorm; ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.Bladestorm; ReqMeleeWeap = true; ReqMeleeRange = true; MaxRange = 8; // In Yards Targets = 10; // Handled in WW DamageBase = DPSWarrChar.CombatFactors.NormalizedMHWeaponDmg * DamageMultiplier; CD = 90f - (DPSWarrChar.Talents.GlyphOfBladestorm ? 15f : 0f); // In Seconds RageCost = 25f; CastTime = 6f; // In Seconds // Channeled GCDTime = CastTime; StanceOkFury = StanceOkArms = StanceOkDef = true; SwingsOffHand = true; SwingsPerActivate = 7f; // Initialize(); }
/// <summary> /// Slams the opponent, causing 174% weapon damage plus (430*1.74). /// <para>DPSWarrChar.Talents: Improved Slam [Reduces cast time of your Slam ability by (0.5/1) sec.]</para> /// <para>Glyphs: Slam [+5% Crit]</para> /// <para>Sets: T7 Deadnaught Battlegear 2 Pc [+10% Damage]</para> /// </summary> public Slam(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.Slam; ReqMeleeWeap = ReqMeleeRange = StanceOkArms = StanceOkDef = true; CD = 1.5f; RageCost = 15f; DamageBase = DPSWarrChar.CombatFactors.AvgMHWeaponDmgUnhasted * DamageMultiplier + DamageBaseBonus; if (DPSWarrChar.CombatFactors.FuryStance && ((DPSWarrChar.Talents.TitansGrip == 0) && (DPSWarrChar.Talents.SingleMindedFury > 0))) { SwingsOffHand = true; DamageBase += DPSWarrChar.CombatFactors.AvgOHWeaponDmgUnhasted * DamageMultiplier + DamageBaseBonus; } DamageBonus = 1f + DPSWarrChar.StatS.BonusSlamDamageMultiplier; BonusCritDamage = 1f + DPSWarrChar.Talents.Impale * 0.1f; BonusCritChance += DPSWarrChar.Talents.GlyphOfSlam ? 0.05f : 0f; CastTime = (1.5f - (!DPSWarrChar.CombatFactors.FuryStance ? (DPSWarrChar.Talents.ImprovedSlam * 0.5f) : 0f)); // In Seconds // Initialize(); }
/// <summary> /// Increases your Overpower critical strike chance by 60%. In addition, whenever your Rend ability causes /// damage, you have a 100% chance of allowing the use of Overpower for 9 sec. /// This effect will not occur more than once every 5 sec. /// <para>DPSWarrChar.Talents: Improved Overpower [+(25*Pts)% Crit Chance], Unrelenting Assault [-(2*Pts) sec cooldown, +(10*Pts)% Damage.]</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public TasteForBlood(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.TasteForBlood; ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.TasteForBlood; ReqMeleeWeap = ReqMeleeRange = true; CanBeDodged = CanBeParried = CanBeBlocked = false; GCDTime = 1f; // Technically it has a 5 sec cd, but Rend only ticks every 3 sec // and it has to tick on every other tick so 6 sec CD = 6f;// 5f; // In Seconds RageCost = 5f; StanceOkArms = true; DamageBase = DPSWarrChar.CombatFactors.NormalizedMHWeaponDmg * DamageMultiplier; DamageBonus = (1f + DPSWarrChar.StatS.BonusOverpowerDamageMultiplier); BonusCritChance = 0.20f * DPSWarrChar.Talents.TasteForBlood; BonusCritDamage = 1f + DPSWarrChar.Talents.Impale * 0.1f; //UseReact = true; // you can plan for it ahead of time, unlike SD and normal OP // Initialize(); }
/// <summary> /// Your melee attacks strike an additional nearby opponent. Lasts 10 sec. /// <para>DPSWarrChar.Talents: Sweeping Strikes [Requires Talent]</para> /// <para>Glyphs: Glyph of Sweeping Strikes [-100% RageCost]</para> /// <para>Sets: none</para> /// <remarks> /// Notes from wowhead site: /// * Sweeping Strikes hits cannot be dodged, missed or parried. /// * SS is off the GCD, so you can macro it into pretty much every skill to have 5 free hits every 30 /// seconds. Just make a macro, name it something, and dump /cast sweeping strikes into it somewhere, /// along with whatever other ability you would normally use /// * Sweeping Strikes does not trigger the GCD. /// </remarks> /// </summary> public SweepingStrikes(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.SweepingStrikes; ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.SweepingStrikes; ReqMeleeWeap = ReqMeleeRange = true; StanceOkArms = true; ReqMultiTargs = true; Targets = -1; CD = 60f; Duration = 10f; RageCost = (DPSWarrChar.Talents.GlyphOfSweepingStrikes ? -1f : 30f); UseHitTable = false; UsesGCD = false; // Initialize(); }
/// <summary> /// Grants your special attacks an additional 50% chance to critically hit, /// but increases all damage taken by 20%. Lasts 12 sec. /// <para>DPSWarrChar.Talents: none</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public Recklessness(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.Recklessness; CD = (5f * 60f) * (1f - 0.10f * DPSWarrChar.Talents.IntensifyRage); // In Seconds Duration = 12f; // In Seconds StanceOkFury = true; StanceOkArms = true; StanceOkDef = true; Targets = -1; //Effect = new SpecialEffect(Trigger.Use, new Stats { PhysicalCrit = 1f, DamageTakenMultiplier = 0.20f, }, Duration, Cd); UseHitTable = false; Initialize(); }
/// <summary> /// When activated you become enraged, increasing your physical damage by 20% but increasing /// all damage taken by 5%. Lasts 30 sec. /// <para>DPSWarrChar.Talents: Death Wish [Requires Talent], Intensify Rage [-(10*Pts)% CD]</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public DeathWish(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.DeathWish; ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.DeathWish; CD = 3f * 60f * (1f - 0.10f * DPSWarrChar.Talents.IntensifyRage); // In Seconds Duration = 30f; Targets = -1; RageCost = 10f; StanceOkFury = true; UseHitTable = false; // Initialize(); }
/// <summary> /// Temporarily grants you and all party or raid members within 30 yards 20% of maximum health for /// 10 sec. After the effect expires, the health is lost. /// <para>Talents: none</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public RallyingCry(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.RallyingCry; MaxRange = 30f;// *(1f + (DPSWarrChar.Talents.GlyphOfCommand ? 0.50f : 0f)); // In Yards Duration = 10f;// (2f + (DPSWarrChar.Talents.GlyphOfCommand ? 2f : 0f)) * 60f; //RageCost = -1f * (20f + DPSWarrChar.Talents.BoomingVoice * 5f); CD = 3f * 60f;// -DPSWarrChar.Talents.BoomingVoice * 15f; Targets = -1; StanceOkFury = StanceOkArms = StanceOkDef = true; UseHitTable = false; IsMaint = true; // Initialize(); }
/// <summary> /// The warrior shouts, increasing attack power of all raid and party members within 20 yards by 549 and gaining 20 rage. Lasts 2 min. /// <para>DPSWarrChar.Talents: Booming Voice [-15*Pts Cd, +5*Pts Rage Gen]</para> /// <para>Glyphs: Glyph of Battle [+1*Pts min duration, +(25*Pts)% AoE]</para> /// <para>Sets: none</para> /// </summary> public BattleShout(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.BattleShout; MaxRange = 30f; // In Yards Duration = (2f + (DPSWarrChar.Talents.GlyphOfBattle ? 2f : 0f)) * 60f; RageCost = -1f * (20f + DPSWarrChar.Talents.BoomingVoice * 5f); CD = 60f - DPSWarrChar.Talents.BoomingVoice * 15f; Targets = -1; StanceOkFury = StanceOkArms = StanceOkDef = true; UseHitTable = false; // Initialize(); }
/// <summary> /// Instant, 3 min Cd, 15 Rage, Self, Any Stance, /// You regenerate 30% of your total health over 10 sec. Can only be used while Enraged. /// <para>DPSWarrChar.Talents: Field Dressing [+(10*Pts)% Healed]</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public EnragedRegeneration(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.EnragedRegeneration; CD = 3f * 60f; // In Seconds RageCost = 15f; Targets = -1; StanceOkArms = StanceOkDef = StanceOkFury = true; HealingBase = DPSWarrChar.StatS.Health * 0.30f; HealingBonus = 1f + DPSWarrChar.Talents.FieldDressing * 0.10f; UseHitTable = false; UseReact = true; // Initialize(); }
/// <summary> /// Reduces the physical damage caused by all enemies within 10 yards by 10% for 30 sec. /// <para>DPSWarrChar.Talents: Drums of War [-50% Rage Cost/Pt]</para> /// <para>Glyphs: Demo Shout [+15s Dur, +50% AoE]</para> /// <para>Sets: none</para> /// </summary> public DemoralizingShout(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.DemoralizingShout; ReqMeleeWeap = ReqMeleeRange = false; MaxRange = 10f * (1f + (DPSWarrChar.Talents.GlyphOfDemoralizingShout ? 0.50f : 0f)); // In Yards Duration = 30f + (DPSWarrChar.Talents.GlyphOfDemoralizingShout ? 15f : 0f); // Booming Voice doesn't boost this shout RageCost = TalentsAsSpecialEffects.DrumsOfWarRageCosts[DPSWarrChar.Talents.DrumsOfWar]; // Drums of War negates rage cost StanceOkArms = StanceOkFury = true; UseSpellHit = true; // Initialize(); }
/// <summary> /// Sunders the target's armor, reducing it by 4% per Sunder Armor and causes a high amount of threat. /// Threat increased by attack power. Can be applied up to 5 times. Lasts 30 sec. /// <para>DPSWarrChar.Talents: Focused Rage [-(Pts) Rage Cost], Puncture [-(Pts) Rage Cost], </para> /// <para>Glyphs: Glyph of Sunder Armor [+1 Targets]</para> /// <para>Sets: none</para> /// </summary> public SunderArmor(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.SunderArmor; ReqMeleeWeap = true; ReqMeleeRange = true; Duration = 30f; // In Seconds CD = 1.5f; CanCrit = false; RageCost = 15f * (1f - (DPSWarrChar.Talents.GlyphOfFuriousSundering ? 0.50f : 0f)); Targets = 1f + (DPSWarrChar.Talents.GlyphOfSunderArmor ? 1f : 0f); StanceOkFury = StanceOkArms = StanceOkDef = true; // Initialize(); }
/// <summary> /// Instant, 30 sec Cd /// Reduces the cooldown of Heroic Strike and Cleave by 50% for 15 sec. /// <para>DPSWarrChar.Talents: Deadly Calm</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public InnerRage(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // CD = 30f; // In Seconds Duration = 15f; RageCost = -1f; AbilIterater = (int)Maintenance.InnerRage; StanceOkArms = StanceOkDef = StanceOkFury = true; UseHitTable = false; Targets = -1; UseReact = false; IsMaint = true; UsesGCD = false; Effect = effect; // Initialize(); }
/// <summary> /// Whenever you are struck by a Stun of Immoblize effect you will generate /// 10*Pts Rage and (5*Pts)% of your total health over 10 sec. /// <para>DPSWarrChar.Talents: Sweeping Strikes [Requires Talent]</para> /// <para>Glyphs: Glyph of Sweeping Strikes [-100% Rage cost]</para> /// <para>Sets: none</para> /// </summary> public SecondWind(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // //AbilIterater = -1f; ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.SecondWind; CD = -1f; Targets = -1; NumStunsOverDur = 0f; Duration = 10f; // Using 4 seconds to sim consume time RageCost = -10f * DPSWarrChar.Talents.SecondWind; StanceOkDef = StanceOkFury = StanceOkArms = true; HealingBase = DPSWarrChar.StatS.Health * 0.025f * DPSWarrChar.Talents.SecondWind; HealingBonus = 1f + DPSWarrChar.Talents.FieldDressing * 0.10f; UseHitTable = false; UsesGCD = false; // Initialize(); }
/// <summary> /// Instant, 2 Min Cooldown, 0 Rage, Self (Any) /// Removes any Charm, Fear and Sleep effect. This effect shares a 30 sec cooldown with other similar effects. /// <para>DPSWarrChar.Talents: none</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public WillOfTheForsaken(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // CD = 2f * 60f; StanceOkArms = StanceOkFury = StanceOkDef = true; UseHitTable = false; UseReact = true; UsesGCD = false; // Comments say no, but I need to verify in game Targets = -1; // Initialize(); }
/// <summary> /// Instant, 1.75 Min Cooldown, 0 Rage, Self (Any) /// Escape the effects of any immobilization or movement speed reduction effect. /// <para>DPSWarrChar.Talents: none</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public EscapeArtist(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // CD = 105f; StanceOkArms = StanceOkFury = StanceOkDef = true; UseHitTable = false; UseReact = true; UsesGCD = false; // Comments say no, but I need to verify in game Targets = -1; // Initialize(); }
/// <summary> /// Instant, 2 min Cd, Self, Any Stance, /// For the next 10 sec, none of your abilities cost rage, but you /// continue to generate rage. Cannot be used during Inner Rage. /// <para>DPSWarrChar.Talents: Deadly Calm [Requires Talent]</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public DeadlyCalm(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // CD = 2 * 60f; // In Seconds Duration = 10f; RageCost = -1f; AbilIterater = (int)Maintenance.DeadlyCalm; ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.DeadlyCalm; StanceOkArms = StanceOkDef = StanceOkFury = true; UseHitTable = false; Targets = -1; UseReact = true; IsMaint = false; // Intentional so we can handle it against Inner Rage UsesGCD = false; // Tested 11/27/2010 with 4.0.3a // Initialize(); }
/// <summary> /// Instant, 30 sec Cd, 10 Rage, 0-25 yds, (Def) /// Run at high speed towards a party member, intercepting the next melee or ranged attack made against them as well as reducing their total threat by 10%. /// <para>DPSWarrChar.Talents: Warbringer [Usable in any stance], Safeguard [Target threat reduced by (15*Pts)% instead of 10%]</para> /// <para>Glyphs: Glyph of Intervene [Increases the number of attacks you intercept for your intervene target by 1.]</para> /// <para>Sets: none</para> /// </summary> public Intervene(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // MinRange = 0f; MaxRange = 25f; // In Yards CD = 30f; // In Seconds Targets = -1; RageCost = 10f; StanceOkDef = true; StanceOkArms = StanceOkFury = (DPSWarrChar.Talents.Warbringer == 1); UseHitTable = false; // Initialize(); }
/// <summary> /// Blasts enemies within 8 yards for 303 damage, and increases the time between /// their attacks by 20% for 30 sec. Damage increased by attack power. /// <para>TODO: BonusCritDamage to 2x instead of 1.5x as it's now considered a ranged attack (3.3.3 notes) other parts implemented already</para> /// <para>DPSWarrChar.Talents: none</para> /// <para>Glyphs: Glyph of Thunder Clap [+2 yds MaxRange], Glyph of Resonating Power [-5 RageCost]</para> /// <para>Sets: none</para> /// </summary> public ThunderClap(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.ThunderClap; ReqMeleeRange = StanceOkArms = StanceOkDef = true; IsMaint = false; Targets = 10; MaxRange = 5f + (DPSWarrChar.Talents.GlyphOfThunderClap ? 2f : 0f); // In Yards CD = 6f; // In Seconds Duration = 30f; // In Seconds RageCost = 20f - (DPSWarrChar.Talents.GlyphOfResonatingPower ? 5f : 0f); DamageBase = 303f + DPSWarrChar.StatS.AttackPower * 0.12f; UseRangedHit = true; CanBeDodged = CanBeParried = false; // Initialize(); }
/// <summary> /// Instant, 60 sec Cd, 8-40 yds /// Leap through the air towards a targeted location, slamming down with destructive force to deal (1+AP*0.5) damage to all enemies within 8 yards. /// <para>DPSWarrChar.Talents: Skirmisher [-[10*Pts] sec CD, Max: 2]</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public HeroicLeap(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; MinRange = 8f; MaxRange = 40f; CD = 60f - (DPSWarrChar.CombatFactors.FuryStance ? (10f * DPSWarrChar.Talents.Skirmisher) : 0f); RageCost = -1f; StanceOkArms = StanceOkDef = StanceOkFury = true; DamageBase = 1f + (DPSWarrChar.StatS != null ? DPSWarrChar.StatS.AttackPower * 0.50f : 0f); Targets = 10; // Initialize(); }
/// <summary> /// Throws your weapon at the enemy causing (12+AP*0.50) damage (based on attack power), /// reducing the armor on the target by 20% for 10 sec or removing any invulnerabilities. /// </summary> public ShatteringThrow(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.ShatteringThrow; ReqMeleeWeap = true; ReqMeleeRange = false; MaxRange = 30f; // In Yards //Targets += DPSWarrChar.StatS.BonusTargets; CD = 5f * 60f; // In Seconds Duration = 10f; CastTime = 1.5f; // In Seconds RageCost = 25f; StanceOkArms = true; DamageBase = 12f + DPSWarrChar.StatS.AttackPower * 0.50f; UseRangedHit = true; // Initialize(); }
/// <summary> /// Instant, 10 sec Cd, 10 Rage, Melee Range, (Battle, Berserker) /// Pummel the target, interrupting spell-casting and preventing any spell in that school /// from being cast for 4 sec /// <para>Talents: none</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// <para>TODO: Damage Increase proc from Rude Interruption Talent</para> /// </summary> public Pummel(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // //AbilIterater = (int)CalculationOptionsDPSWarr.Maintenances.Pummel_; UseHitTable = false; // 4.1.0 makes it always hit ReqMeleeWeap = ReqMeleeRange = true; StanceOkArms = StanceOkFury = StanceOkDef = true; CD = 10f; // In Seconds Duration = 4f; RageCost = TalentsAsSpecialEffects.DrumsOfWarRageCosts[DPSWarrChar.Talents.DrumsOfWar]; DamageBase = 0; // Initialize(); }
/// <summary> /// Instant, No cd, 10 Rage, Melee Range, Melee Weapon, (Battle/Zerker) /// Maims the enemy, reducing movement speed by 50% for 15 sec. /// <para>DPSWarrChar.Talents: Improved Hamstring [Gives a [5*Pts]% chance to immobilize the target for 5 sec.]</para> /// <para>Glyphs: Glyph of Hamstring [Gives a 10% chance to immobilize the target for 5 sec.]</para> /// <para>Sets: none</para> /// </summary> public Hamstring(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // AbilIterater = (int)Maintenance.Hamstring; ReqMeleeWeap = true; ReqMeleeRange = true; Duration = 15f; // In Seconds CD = 1.5f - DPSWarrChar.Talents.ImprovedHamstring * 0.5f; GCDTime = 1.5f - DPSWarrChar.Talents.ImprovedHamstring * 0.5f; RageCost = 10f;// -(DPSWarrChar.Talents.FocusedRage * 1f); //Targets += DPSWarrChar.StatS.BonusTargets; StanceOkFury = StanceOkArms = true; //Effect = new SpecialEffect(Trigger.Use, new Stats() { AttackPower = 0f, /*TargetMoveSpeedReducPerc = 0.50f,*/ }, Duration, Duration); //float Chance = DPSWarrChar.Talents.ImprovedHamstring * 0.05f + (DPSWarrChar.Talents.GlyphOfHamstring ? 0.10f : 0.00f); //Effect2 = new SpecialEffect(Trigger.Use, new Stats() { AttackPower = 0f, /*TargetStunned = 0.50f,*/ }, 5f, Duration, Chance); // Initialize(); }
/// <summary> /// Instant, 5 Min Cd, No Rage, Melee Range, Melee Weapon, (Battle) /// Instantly counterattack any enemy that strikes you in melee for 12 sec. Melee attacks /// made from behind cannot be counterattacked. A maximum of 20 attacks will cause retaliation. /// <para>DPSWarrChar.Talents: none</para> /// <para>Glyphs: none</para> /// <para>Sets: none</para> /// </summary> public Retaliation(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // StanceOkArms = true; StanceOkFury = true; StanceOkDef = true; ReqMeleeRange = true; ReqMeleeWeap = true; CD = 5f * 60f; Duration = 12f; StackCap = 20f; UseHitTable = false; // Initialize(); }
/// <summary> /// Instant, 30 sec Cd, Self, Any Stance, /// Enter a berserker rage, removing and granting immunity to Fear, Sap and Incapacitate effects /// and generating extra rage when taking damage. Lasts 10 sec. /// <para>DPSWarrChar.Talents: Intensify Rage [-(10*Pts)% Cd]</para> /// <para>Glyphs: Glyph of Berserker Rage [+5 Rage Gen]</para> /// <para>Sets: none</para> /// </summary> public BerserkerRage(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // CD = 30f * (1f - 0.10f * DPSWarrChar.Talents.IntensifyRage); // In Seconds Duration = 10f; RageCost = (DPSWarrChar.Talents.GlyphOfBerserkerRage ? -5f : -1f); // This is reversed in the rotation AbilIterater = (int)Maintenance.BerserkerRage; StanceOkArms = StanceOkDef = StanceOkFury = true; UseHitTable = false; Targets = -1; UseReact = true; UsesGCD = false; // Tested 11/27/2010 with 4.0.3a // Initialize(); }
/// <summary> /// Instant, 15 sec cd, 0 Rage, 8-25 yds, (Battle) /// Charge an enemy, generate 15 rage, and stun it for 1 sec. Cannot be used in combat. /// <para>DPSWarrChar.Talents: Blitz [+5 RageGen], Warbringer [Usable in combat and any stance], Juggernaut [Usable in combat]</para> /// <para>Glyphs: Glyph of Rapid Charge [-7% Cd], Glyph of Charge [+5 yds MaxRange]</para> /// <para>Sets: none</para> /// </summary> public Charge(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // MinRange = 8f; MaxRange = 25f + (DPSWarrChar.Talents.GlyphOfLongCharge ? 5f : 0f); // In Yards RageCost = -(15f + (DPSWarrChar.Talents.Blitz * 5f)); float cdi = 0f; CD = (15f + cdi); // In Seconds CD -= DPSWarrChar.Talents.Juggernaut * 1f; if (DPSWarrChar.Talents.GlyphOfRapidCharge) { CD -= 1f; } Duration = 1.5f; Targets = -1; if (DPSWarrChar.Talents.Warbringer == 1) { StanceOkArms = StanceOkFury = StanceOkDef = true; } else if (DPSWarrChar.Talents.Juggernaut == 1) { StanceOkArms = true; } // Initialize(); }
/// <summary> /// Instant, 30 sec Cd, 0 Rage, Self (Any) /// Removes any Immobilization effects and refreshes the cooldown of your Intercept ability. /// </summary> /// <para>DPSWarrChar.Talents: </para> /// <para>Glyphs: </para> public HeroicFury(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // ReqTalent = true; Talent2ChksValue = DPSWarrChar.Talents.HeroicFury; CD = 30f; Targets = -1; StanceOkArms = StanceOkFury = StanceOkDef = true; UseHitTable = false; UseReact = true; UsesGCD = false; // Initialize(); }
/// <summary> /// Instant, 30 sec Cd, 10 Rage, 8-25 yds, (Zerker) /// Charge an enemy, causing 380 damage (based on attack power) and stunning it for 3 sec. /// <para>DPSWarrChar.Talents: Warbringer [Usable in any stance], Improved Intercept [-[5*Pts] sec Cd]</para> /// <para>Glyphs: Intercept [+1s Stun Dur]</para> /// <para>Sets: none</para> /// </summary> public Intercept(DPSWarrCharacter dpswarrchar) { DPSWarrChar = dpswarrchar; // MinRange = 8f; MaxRange = 25f; // In Yards CD = 30f - (DPSWarrChar.CombatFactors.FuryStance ? DPSWarrChar.Talents.Skirmisher * 5f : 0f) - (DPSWarrChar.StatS != null ? DPSWarrChar.StatS.BonusWarrior_PvP_4P_InterceptCDReduc : 0); // In Seconds RageCost = 10f; Targets = -1; Duration = 1.5f + (DPSWarrChar.Talents.GlyphOfIntercept ? 1f : 0f); StanceOkFury = true; StanceOkArms = StanceOkDef = (DPSWarrChar.Talents.Warbringer == 1); DamageBase = (DPSWarrChar.StatS != null ? DPSWarrChar.StatS.AttackPower * 0.12f : 0); // Initialize(); }