Warrior changes in patch 3.0.3
With 3.0.3 going to the live servers today, we have a nice batch of Warrior changes to look at. First and foremost on everyone's mind are the changes to Titan's Grip.Prior to patch 3.0.3 Titan's Grip had a 15% miss penalty. That penalty has been reduced to an astounding 5%. What does this mean? It means that you're pretty much going to hit 10% more then what you used to when you have Titan's Grip talented.
10% more means 10% more crits and 10% more yellow damage. Of course, these numbers end up being a bit different in practice than in theory crafting (and some will even correctly say that 10% more chances for damage is an oversimplification - and they would be right, and that's another article), but they're still a good base to look at when talking theoretically about the class.
The simple jist of it is Titan's Grip just became a whole lot sexier.
Continue reading on after the break for more changes to the Warrior class in 3.0.3.
Shield Bash
Shield Bash, a key component of a Warrior's toolkit, will now officially Daze the target upon a successful hit. Let's talk about Daze for a minute and what exactly it does.
Daze causes the target to travel at 50% speed and dismounts the target if mounted. Many players experience Daze first hand when they're trying to run away from a mob since all mobs have a significant chance to daze a player when attacking the player from behind. However that is not to say that the warrior must be behind the mob for this to work (the opposite is true, in fact).
Prior to 3.0.3 Warriors could put up a Piercing Howl to Daze targets in AoE range. Now they have an official, much more directed single target attack. One that also interrupts and prevents spell casting in the given school (if it's used during a spell cast).
PvPers will love this for its obvious use during PvP, and PvE folks will enjoy the added effect it'll give on mobs. Particularly while soloing, the ability to use a Daze effect easily will be a boon to the Protection Warrior (which is now, by the way, a great option for Wrath).
Bladestorm
In patch 3.0.2 Bladestorm was introduced as the 51 point arms talent with a 90 second cooldown. The attack does one Whirlwind a second for six seconds, and forces you to stand still during the time that you're dealing damage. In 3.0.3 there is an added effect of breaking all snares (the above mentioned Daze is a snare) and roots (such as the Druid's Entangling Roots).
Just as with the Shield Bash changes this will have a nice effect for those that are PvPing with this skill in their talent tree. Getting another way to remove a root effect is a great thing, and there is no indication as of yet that it shares a global cooldown with other such skills, like Berserker Rage. And with that said, I would be surprised if it did.
The PvE end to this buff is also significant in that you'll be able to initiate a Bladestorm to get out of the majority of all those annoying mob roots you'll find in Wrath. Remember the naga in Zangermarsh? Those things rooted you every chance they got, often times bringing a slew of mobs on you. With the ability to break that root easily and do some serious damage to the surrounding mobs – this can be a game changer in certain situations.
Bloodthirst
Any Fury Warrior build, which will inevitably include Titan's Grip now, will also include Bloodthirst. This talent provides us with an Attack Power based attack, while restoring 3% health over the next five melee attacks.
In 3.0.2 Bloodthirst dealt damage based on 45% of the Attack Power. For instance, my Warrior in DPS gear and fully raid buffed has around 3500 AP right now, which means Bloodthirst hits for a pre-mitigation amount of 1,575. In 3.0.3, the AP contribution is being raised 5% to 50%. That same attack will now do 1,750 damage. An increase of 175 damage pre-mitigation.
That's some nice extra DPS. If you combine that with some nice procs and switch around some gear, you could be looking at Bloodthirst hits that are going for as much as 2,050 to 2,100.
Edit: I forgot to mention, Bloodthirst is now down to a 5 second cooldown instead of 6 seconds, providing even a bit more DPS and a nicer fit into attack rotations.
Rend
Rend is a bleed effect that causes the mob or player to take a certain amount of damage over 15 seconds. Rend is one of those interesting skills that depending on what Warrior you talk to, they may or may not even have it on their toolbar. I've gone back and forth on using the ability myself in PvE (non Blood Frenzy spec), and overall my experience is that in certain situations the attack has its uses.
Patch 3.0.3 will do a few things to it.
First, the first tier Improved Rend talent will now increase bleed damage by 10% and 20%, down from 25% and 50%.
Second, the formula for determining total damage produced by Rend has been changed. The formula for rend is now:

If you're scratching your head and asking yourself, "Just what the hell does that equation change mean?" It basically means that Rend places a greater importance on the weapon damage of your main hand then on your attack power. This is good if you have a great weapon, and not so good if you have a bad weapon. If you have a slow weapon with a lot of base damage, you're going to be happy because rend becomes more useful. But if you have a fast weapon with not a lot of damage, Rend becomes a little less powerful.
But wait, there's more. Rend now has a little side effect for ranks 9 and 10, which you get at level 71 and level 78, respectively. If the target is above 75% health, the damage output is increased by 35%. The rend equation thus becomes a piecewise function:

Kids, never let your teachers say you can't learn math from a video game.
Note: For those interested, the numbers and equations were pulled from the latest update at WoWHead.
Filed under: Warrior, Patches, News items






Reader Comments (Page 1 of 4)
Atomic_explode Nov 4th 2008 1:07PM
Just for some clarification, Titan's Grip never has, and still doesn't, affect white damage.
Atomic_explode Nov 4th 2008 1:10PM
That is to say, the hit reduction has never affected white damage. Now I'm done.
Adam Holisky Nov 4th 2008 1:13PM
That's true, and that didn't come out the way I wanted.
Lemme fix...and fixed. =)
Epodox Nov 4th 2008 2:24PM
You did not mention that Heroic Strike does more damage against dazed targets. So this has more then just pvp uses.
superfrank Nov 5th 2008 7:24AM
Shield bash has dazed targets for about a year; I don't understand why its now official. Did it previously not mention it on the tooltip?
Kirbymorph Nov 4th 2008 1:17PM
Titans grip only affected yellow damage. This chagne wont affect white damage in the least.
eROKv Nov 4th 2008 1:11PM
im pretty sure you can move during bladestorm, you just cant do anything else besides move and destroy clothies caught in your hurricane of destruction.
Guyledouche Nov 4th 2008 1:31PM
yeah, you can totally move during Bladestorm.
Natsumi Nov 5th 2008 1:15PM
Please, please, please update your post. Bladestorm DEFINITELY lets you move around, hacking off limbs, heads, and torsos as you spin the spin of 10k DPS!
I've been arms since classic and this is the GOD talent for Arenas and PvP. Intercept > Hamstring/Piercing Howl > Sweeping Strikes (if multiple opponents) > Bladestorm > Win. Only Mages can't be slaughtered like tied up lambs doing this (unless both Blink and Iceblock are on CD).
arrogance Nov 4th 2008 1:12PM
finally! titans grip is not a special effect anymore.
it increases dps! woohoo! it's better than 2 one handers! i think.
.....
does anyone have the math on this?
Adam Holisky Nov 4th 2008 1:24PM
Not yet.
While there's argument to be made that it would theoretically make it the superior, the practical statistics haven't been collected yet.
And in all honesty, many folks found that with the correct rotations and gear TG is already a better choice. In my opinion this change will just solidify it now.
I will be working on posting a complicated parsed log of TG vs. 2h vs. DW 1h for sometime shortly before Wrath's release. =)
Lecan Nov 4th 2008 2:37PM
Pre titans grip I was at 600-700 DPS post titans grip when it was still 15% miss I avrageed around 900-1000 DPS. So even before 3.0.3 it was a HUGE increase in DPS and now with only a 5% miss it will be epic.
Tcgjarhead Nov 4th 2008 2:54PM
No, it wont be "epic". It will slightly raise your dps but it wont be a "WOW" difference. 15/46 Fury is out dpsing TG specs and will continue until you can get Deep Wounds with your TG.
If you think using TG is good try actually using a good dps spec and see the improvement there.
Krenik Nov 4th 2008 5:05PM
As of the patch before 3.0.3, I tried Titan's Grip (with the 15% miss penalty) using a Merciless 2hand axe and Merciless 2hand sword, both with Savagery(+70ap. total 140ap). I was doing, sadly, about 700-800 DPS in Zul'Aman. Terrible, yes. I then went Arms for the next ZA run and dude about 1700-1900 DPS, an astounding jump. Where as titan's grip I was about 3rd-4th from last on the DPS charts, right above the Offtank and the healer, I was now always in second place(usually only 1-5 DPS under an enhancement shaman, and would be higher had I not shied away from fear that I would pull aggro).
Krenik Nov 4th 2008 5:06PM
Also, if I may add, when I went Arms for the raid I used my Arcanite Ripper, with *no* enchants.
arrogance Nov 5th 2008 7:29AM
yay! thanks adam. i am looking forward to reading your post about it.
i actually went and respecced fury after i posted the comment. used an arcanite ripper and stormherald.
im no math whiz(dont even read my own recount stats but i love when i'm on the top of the meter). still, it felt like a huge dps increase from the 2 one handers. my one handers were both dragonmaws too. so even vs the added haste proc the damage seemed higher (again i dont figure out the math. i play by feel and leave the more intelligent people to tell me what rotation and build works. sorry but for me playing a build well with good dps or threat is just more fun than figuring out the best way to play.)
i especially like the bloodsurge talent. it doesnt come up as often as id like because you have to wait for the bloodthirst coolodown plus a lucky crit.. but when it does a huge chunk of life literally falls away from the target mob in an instant.
i loved the new prot tree when i tried it because i felt that solo i wasn't dying and my damage was so high. (auto-counterattack per block ftw). also on most pugs i actually topped the damage meters which was weird. any other prot warriors experience this?.
however on fury spec the mobs sometimes literally die within 5 seconds of my attacking them. they fall so fast. playing against both multiple and single mobs is fun as hell. everything they did to the tree is brilliant! makes me undecided which tree to level the xpac with.
anyway there. i have no point. lol. just sharing that i'm having a great time with whats been done with (and for) warriors so far.
mitchty Nov 4th 2008 1:13PM
From http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
Titan’s Grip: Changed to 12% penalty instead of 15%.
I don't think your 10% is correct, looks like they changed it from beta to the release.
Adam Holisky Nov 4th 2008 1:16PM
In the release patch notes, available at http://www.wowinsider.com/2008/11/03/world-of-warcraft-3-0-3-patch-notes/ , the amount is 15% to 5%.
Ohnoto Nov 4th 2008 1:13PM
I hate to be the one to burst the bubble on Titans Grip, but here is the quote from the patch notes...
Titan’s Grip: Changed to 12% penalty instead of 15%.
Source: http://www.worldofwarcraft.com/patchnotes/test-realm-patchnotes.html
I have a 70 warrior, Crushin, Scilla server, look him up. I had heard also about the Titans Grip getting reduced to 5%, but I think they have gone back and changed that.
I do hope to be proven wrong. I've always enjoyed Arms tree better, but if it is infact going to be the 5%, I will be trying out the Fury tree, since there are also talents to increase chance to hit by 3%, your chance to miss is infact only 2% which is crazy!
Nick S Nov 4th 2008 1:25PM
The patch notes that came up as I was patching just now said 5%.