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==Notes==
 
==Notes==
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Warrior
Deflection is a [[Warrior]] (first tier Arms tree), [[Paladin]] (second tier Retribution tree), [[Rogue]] (second tier Combat tree), and a [[Hunter]] (second tier Survival tree) talent. All four talents grant a 1% increase to [[parry]] chance per point spent.
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*Deflection is a [[Warrior]] (first tier Arms tree), [[Paladin]] (second tier Retribution tree), [[Rogue]] (second tier Combat tree), and a [[Hunter]] (second tier Survival tree) talent. All four talents grant a 1% increase to [[parry]] chance per point spent.
   
For Warriors, this talent can be considered the defensive equivalent of [[Cruelty]]. Full training in Deflection will cause one parry out of every twenty frontal enemy attacks.
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*For Warriors, this talent can be considered the defensive equivalent of [[Cruelty]]. Full training in Deflection will cause one parry out of every twenty frontal enemy attacks.
   
Because of its extremely convenient placement in the first tier of the Arms tree and its high tanking utility, Deflection is a crucial part of practically every Warrior [[tank]] build. Because it is a five point talent, full Deflection allows points to be spent in [[Improved Thunder Clap]] which is another talent useful for Warrior tanking. Deflection will cause [[Revenge]] to be available slightly more frequently, although a Warrior tanking endgame will be using [[Shield Block]] as often as possible; this will cause Revenge to be available on nearly every cooldown.
+
*Because of its extremely convenient placement in the first tier of the Arms tree and its high tanking utility, Deflection is a crucial part of practically every Warrior [[tank]] build. Because it is a five point talent, full Deflection allows points to be spent in [[Improved Thunder Clap]] which is another talent useful for Warrior tanking. Deflection will cause [[Revenge]] to be available slightly more frequently, although a Warrior tanking endgame will be using [[Shield Block]] as often as possible; this will cause Revenge to be available on nearly every cooldown.
   
For DPS Warriors, Deflection remains a very useful talent and is an excellent way to start the Arms tree. Whenever an attack is parried, no damage is taken and the swing delay on the next attack is also reduced. This reduction gives Deflection both offensive and defensive potential while being attacked.
+
*For DPS Warriors, Deflection remains a very useful talent when soloing and is an excellent way to start the Arms tree. Whenever an attack is parried, no damage is taken and the swing delay on the next attack is also reduced. This reduction gives Deflection both offensive and defensive potential while being attacked. Nevertheless, a DPS Warrior normally should not be hit much in instance. In PvP, it only helps avoiding melee attacks from the front. Therefore, it is not as useful for DPS Warriors end-game.
   
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Paladin
[[Tankadin]]s will find this talent similarly useful, although not quite as conveniently located.
 
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*[[Tankadin]]s will find this talent even more important for them because it is much harder for them to attain [[uncrushability]] than warrior tanks. 5% parry from this talent is a big help.
   
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*On the other hand, it is much less useful for Retribution Paladins for similar reason as DPS Warriors.
For non-tanking classes, usefulness of this talent can be highly varied, depending on spec and preferred play style. This talent is very useful for any who plan to PvP, in addition to:
 
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  +
Others
 
*For non-tanking classes, usefulness of this talent can be highly varied, depending on spec and preferred play style. This talent is useful for any who plan to PvP, in addition to:
  +
 
* Rogues who tend to pull [[aggro]] frequently or who want to make [[Riposte]] available. Nevertheless, it is more advisable to learn how to avoid pulling aggro in group!
   
* Rogues who tend to pull [[aggro]] frequently or who want to make [[Riposte]] available.
 
 
* Hunters who are willing to 'off-tank' temporarily while a [[trap]] cooldown runs out, or who want to be able to handle a [[mob]] a little longer in a group when pulling it off a caster until the tank or the Hunter's pet can pick it up. This talent is often taken in combination with [[Deterrence]] and [[Counterattack]].
 
* Hunters who are willing to 'off-tank' temporarily while a [[trap]] cooldown runs out, or who want to be able to handle a [[mob]] a little longer in a group when pulling it off a caster until the tank or the Hunter's pet can pick it up. This talent is often taken in combination with [[Deterrence]] and [[Counterattack]].
   

Revision as of 02:31, 4 May 2008

In the rough and tumble of swordplay, it really is the quick and the dead. Warriors, Rogues, Paladins and Hunters are taught how to parry from early on in their training, but it does not come naturally to all of them. Some are just a lot faster than others, and always seem to have their weapon in exactly the wrong place, at the right time...

Sometimes the extra strike deflected can prevent the killing blow.

Functionality

Deflection increases Parry chance.

It is a passive talent that is always active.

Prerequisites: None

Rank Increased Chance to Parry
1 +1%
2 +2%
3 +3%
4 +4%
5 +5%

Notes

Warrior

  • Deflection is a Warrior (first tier Arms tree), Paladin (second tier Retribution tree), Rogue (second tier Combat tree), and a Hunter (second tier Survival tree) talent. All four talents grant a 1% increase to parry chance per point spent.
  • For Warriors, this talent can be considered the defensive equivalent of Spell nature focusedmind [Cruelty]. Full training in Deflection will cause one parry out of every twenty frontal enemy attacks.
  • Because of its extremely convenient placement in the first tier of the Arms tree and its high tanking utility, Deflection is a crucial part of practically every Warrior tank build. Because it is a five point talent, full Deflection allows points to be spent in Ability thunderclap [Improved Thunder Clap] which is another talent useful for Warrior tanking. Deflection will cause Ability warrior revenge [Revenge] to be available slightly more frequently, although a Warrior tanking endgame will be using Ability defend [Shield Block] as often as possible; this will cause Revenge to be available on nearly every cooldown.
  • For DPS Warriors, Deflection remains a very useful talent when soloing and is an excellent way to start the Arms tree. Whenever an attack is parried, no damage is taken and the swing delay on the next attack is also reduced. This reduction gives Deflection both offensive and defensive potential while being attacked. Nevertheless, a DPS Warrior normally should not be hit much in instance. In PvP, it only helps avoiding melee attacks from the front. Therefore, it is not as useful for DPS Warriors end-game.

Paladin

  • Tankadins will find this talent even more important for them because it is much harder for them to attain uncrushability than warrior tanks. 5% parry from this talent is a big help.
  • On the other hand, it is much less useful for Retribution Paladins for similar reason as DPS Warriors.

Others

  • For non-tanking classes, usefulness of this talent can be highly varied, depending on spec and preferred play style. This talent is useful for any who plan to PvP, in addition to:
  • Rogues who tend to pull aggro frequently or who want to make Riposte available. Nevertheless, it is more advisable to learn how to avoid pulling aggro in group!
  • Hunters who are willing to 'off-tank' temporarily while a trap cooldown runs out, or who want to be able to handle a mob a little longer in a group when pulling it off a caster until the tank or the Hunter's pet can pick it up. This talent is often taken in combination with Ability whirlwind [Deterrence] and Ability warrior challange [Counterattack].

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