World of Warcraft Patch 3.2 Warrior Guide

So Patch 3.2 is out.
What does this mean for warriors?
Well, there will be a very slight upturn in DPS with the change of the Armored to the Teeth talent, and tanking warriors will see some changes to how Dodge and Parry work, as well as changes to items that have Block Value. In general, warrior tanks should see minimal changes (perhaps a slight increase in their overall damage dealt with the buff to Devastate, although the changes to how Shield Slam works might end up capping that ability's damage and threat down the line) and DPS warriors will probably barely notice.
Briefly let's cover the changes to Dodge and Parry - while they're not warrior specific, warrior tanks should still be aware of them. Basically, both the amount of Agility (which will have a negligible effect on warriors) and the amount of Dodge Rating (which will have more of an effect) necessary per point of Dodge has increased by 15%, while the amount of Parry Rating per point of Parry has increased by 8%. What this means is, your current dodge rating will drop in 3.2, your parry rating will go up to match it, although not massively so. It's a slight rebalance meant to make Block more appealing overall. (Thanks to the folks who caught that I flipped the parry change over. I blame Mondays, even though it's Tuesday.)
New Talent Builds
Quite honestly, I can't imagine there will be a lot of changes to warrior talent builds in patch 3.2. There simply weren't that many changes to warrior talents and those that were changed were ones that were being taken anyway for the most part. Only four talents and three abilities saw any change in the patch. Armored to the Teeth now grants 1, 2 or 3 attack power for every 108 AP, but it's unlikely that anyone who wanted the talent wasn't already taking it at the old value of 180 armor per AP. Bloodsurge will now notify the player in floating combat text when a slam is instant, but again, if you weren't taking Bloodsurge before it's because you weren't fury specced, this change won't get anyone to take it.
Similarly, while Devastate has been buffed and Shield Specialization is better now (granting up to five rage on a dodge, block or parry rather than 2 rage on a block) if you aren't heavily invested in the protection tree you're not going to take them, and if you are, you probably already have them. Shield Specialization is the only talent change that might get people to change their specs around to get it, but even then it's fairly low on the prot tree, meaning that overall builds are fairly likely to keep the same basic look and merely shift a few points around at best.
Ability Changes
Bloodrage gets buffed to give 20 rage immediately (up from 10) and another 10 rage over 10 seconds. The health costs didn't change and many warriors have this glyphed, so with the talent Improved Bloodrage and the glyph we're looking at 30 rage initially and 15 rage over 10 seconds. That's a nice change all told.
Execute is changed to take at most 30 rage, folding the current Sudden Death change into the baseline talent and removing those changes from Sudden Death itself. This will most likely work out to be a slight DPS increase since it will keep warriors from bleeding out all of their rage when they hit execute range, although the days of massive execute crits are over.
As part of the change to block value on items (block value items having double the value they currently do in patch 3.2) Shield Slam has been changed as well. The benefit from additional block value this ability gains is now subject to diminishing returns. Diminishing returns occur once block value exceeds 30 times the player's level and caps the maximum damage benefit from shield block value at 34.5 times the player's level. This is basically to prevent warriors trying to assemble rigged block value sets to push their shield slams up into ridiculous amounts. Time will tell if it hurts or helps warrior tanking threat.
Bug Fixes
Let's just look directly at the bug fixes for this patch.
- Berserker Rage: Tooltip clarified to indicate this ability breaks existing Fear, Sap, and Incapacitate effects.
- Bladestorm: Now properly removes the Snare effect of Desecration in all cases.
- Blood Craze: Now properly triggered by periodic critical strikes.
- Execute: Focused Rage and the Dreadnaught Battlegear set bonus will now properly reduce the cost of Execute.
- Slam: The combat log tooltip will no longer list which rank of Slam was used. Previously it incorrectly listed rank 8 for all ranks of Slam.
- Vigilance: This talent and Blessing of Sanctuary will now both be able to be cast on the same target without sometimes overwriting each other.
The change on Execute, Focused Rage and the Dreadnaught gear is a good fix. It's a shame that Dreadnaught will be two tiers behind when it finally gets fixed, but it's better than nothing. The Slam change is minor at best, but the change to Vigilance is the best change in the entirety of the bug fixes. There was no reason for Vigilance to overwrite BoS.
What else have you got?
We'll be seeing a new five man and a new 10/25 man raid with heroic modes for each raid size. As you can expect, this means gear for everyone from the new 80 to the jaded raider who's just killed his way through Algalon naked using a spork. (Okay, so it was an iLevel 232 Spork of Absolute Power.) In addition to this, the entire emblem system is seeing an overhaul with all current content that drops emblems of heroism or valor switching to emblems of conquest, while emblems of triumph will be available via daily heroic quests and the new raids. In addition to all of this, we're also likely to want to save up our badges from our current heroics to pick up as many epic gems as possible once those go live in 3.2.
While warriors themselves won't really see a lot of direct changes in patch 3.2, there's certainly going to be a lot to do to get geared and properly outfitted once the new content drops.
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WoW's Patch 3.2 ushers in the Crusaders' Coliseum, the Isle of Conquest, flying mounts at 60, and much more. WoW.com has all the patch information your Worgen obsessed mind can handle in WoW.com's Guide to Patch 3.2! |
Filed under: Warrior, Patches, Analysis / Opinion, Odds and ends, News items







Reader Comments (Page 1 of 2)
Know Aug 4th 2009 11:08AM
I wish the Lock writer was this quick on analysis.
Il Doctore Aug 4th 2009 11:17AM
That's cos it doesn't take long to say "Meh, nothing's changed!"
Unain Aug 4th 2009 11:25AM
Nice roundup, Matthew :).
As a protection tank myself, I'll be getting a good look at the shieldslam/devastate changes. Making some screenshots (situation now) to check the change in dodge/parry/block when it goes live tomorrow in Europe.
And then run heroics and the new 5-man like crazy :P. Finally I can get my epic achievement with the conquest emblems :X. Headpieces are my bane....
Cinnamilk Aug 4th 2009 11:13AM
Parry chance is actually increasing, since the amount of rating per chance is decreasing.
Inversely, that means that the chance per rating is increasing.
Cinnamilk Aug 4th 2009 11:18AM
Well, the chance to parry is actually increasing. The wording in the patch notes says that the rating per chance ratio (before diminishing returns) is decreasing, which inversely means that the chance per rating is increasing.
Mixa Aug 4th 2009 11:21AM
"while the amount of Parry Rating per point of Parry has increased by 8%. What this means is, your current dodge and parry ratings will drop in 3.2, although not massively so. It's a slight nerf meant to make Block more appealing overall."
I think this is wrong.
•Parry Rating: The amount of parry rating required per percentage of parry has been reduced by 8%. This is before diminishing returns. Combined with other changes, this makes dodge rating and parry rating equally potent before diminishing returns apply. Parry still diminishes more quickly than dodge.
Dranchor Aug 4th 2009 11:20AM
After the patch, with the same gear, you'll see your dodge drop and your parry rise. I expect this change was made to make parry more appealing, since nearly every warrior avoided parry like the plague and dodge has always been more effective. The reason for this situation was the slight bonus you gain from parry (the infamous parry-haste) that should result in a bit more threat. I suppose this sligth bonus is also the reason parry still diminishes faster than dodge.
So, before the patch dodge was way better than parry on a per-point basis, after the patch they will be nearly equal. The effect is that gear with parry rating will be overall better.
vengence2k4 Aug 4th 2009 11:22AM
If they want to make block more apealing, they might consider making amount blocked a little more substantial. Blocking ~1.5k damage from an 8k blow seems a little pointless to me. I'd much rather _not_ be hit by it than block it.
Essentially, all they are doing is making tanks of all classes more susceptible to being hit. From the look of the changes they've made to agility/dodge, bears are going to be hit the hardest since the other 3 tanking classes do not rely on agility so much to increase dodge.
To be honest, I'm really not looking forward to the tanking changes, other than the whole paladins will never die ability. :P
With a number of classes generating more and more threat, it seems to me that nerfing a tanks ability to generate threat (which is already hampered for some classes) is not going to be very promising for a number of locks and mages that fall into the "aggro whore" category.
Naix Aug 4th 2009 11:25AM
Warrior mini guide.
1. Go to Walmart
2. Buy pallet of tissues
3. Log in wow and QQ about your class
4. Check out warrior forums and QQ along with the other warriors
5. Eat some ice cream and talk about your feelings
Just kidding! :)
Erogroth Aug 4th 2009 11:28AM
"Bloodrage gets buffed to give 20 rage immediately (up from 10) and another 10 rage over 10 seconds. The health costs didn't change and many warriors have this glyphed, so with the talent Improved Bloodrage and the glyph we're looking at 30 rage initially and 15 rage over 10 seconds. That's a nice change all told."
I thought the Bloodrage Glyph just made it so there was no health cost on the ability. I don't remember it giving you more rage. According to wowhead it does not. http://www.wowhead.com/?item=43396
Dicho Aug 4th 2009 11:33AM
"The health costs didn't change [...], so with the talent Improved Bloodrage [...] we're looking at 30 rage initially and 15 rage over 10 seconds."
Just because the glyph was mentioned doesn't mean that's what is upping the rage gain.
Erogroth Aug 4th 2009 11:54AM
Ya I get that but before the patch it gave 10 initially and 10 more over 10 seconds. Now it gives 20 and 10 more over 10 seconds. He is saying here that with the glyph you get 30 initially and 15 more over 10 seconds. That would mean the glyph is giving and additional 10initially and 5 more over the 10 seconds.
Erogroth Aug 4th 2009 11:56AM
From the patch notes: "Bloodrage: This ability now generates 20 rage initially, and 10 rage over the next 10 seconds. The health cost is unchanged."
So where is the 30 and 15 coming from if the glyph does not do it?
Erogroth Aug 4th 2009 11:57AM
@RandyWatson
Ah the talent! Got it. Thank you Randy. It is early in the morning.
RandyWatson Aug 4th 2009 11:29AM
To echo what was said above, dodge rating is being nerfed while parry rating is being buffed. With these changes, it will take approximately 45 rating to achieve 1% avoidance, before diminishing returns. At lower levels of gear, parry will be better than dodge because of the hasted next attack mechanic. However, due to faster diminishing returns on parry, dodge will win out at higher levels of gear since its avoidance will not erode as quickly as parry rating. Tanks are going to have to gem a little more carefully to balance diminishing returns with the added little extra threat from parry.
RandyWatson Aug 4th 2009 11:40AM
The extra rage comes from the Improved Bloodrage talent in the prot tree, not a glyph. Rossi spelled it out clearly and correctly.
Bubsa Aug 4th 2009 11:42AM
"Armored to the Teeth now grants 1, 2 or 3 attack power for every 108 AP"
Eh..what?
Matthew Rossi Aug 4th 2009 11:43AM
In patch 3.1, every rank of AttT gave you 1 ap per 180 armor value. So if you took 2 points in the talent, you got 2 AP per 180 armor value, and if you maxed the talent you got 3 AP for every 180 AP.
Now it's going to be the same, except for 108 armor value.
Noscy Aug 4th 2009 7:10PM
"Armored to the Teeth now grants 1, 2 or 3 attack power for every 108 AP"
I think he was commenting on the typo AP=Attack Power,
Bubsa Aug 4th 2009 10:45PM
Oh right, it was a typo then.
I thought for a moment it was like a dodgy salesman saying: For every 108 attack power you buy, we'll give you 3 absolutely free!