The Care and Feeding of Warriors: The Warrior of 2009

The Care and Feeding of Warriors is WoW.com's column about aromatic essential oils for use in baths and to spruce up the house. Unfortunately I don't know anything about those so I'm going to have to talk about playing a warrior in World of Warcraft instead. My hands are tied, I'm afraid.
Wow, that was a year, huh? From the dizzying highs of fury spec in Naxxramas to the somewhat less dizzying highs of Ulduar, arms' constant evolution and protection spec's astonishing makeover as the expansion launched, 2009 was a year that saw warriors sway from top DPS and solid tanks as if in some kind of gale force wind. Armor Penetration went from a stat we'd take if we had to and is now one of our top DPS stats, Block got a makeover that led to changes in how abilities like Shield Block and Shield Slam calculate, and in general we saw the effects of stat inflation on gear really have an effect on us and how we stack up to other classes as tanks and DPS. If you were a tanking warrior in Naxx on January 1st. 2009, for example, you may have had upwards of 35k health. (To be honest, it's hard for me to remember, it may have gotten up to 38k if you stacked stamina.) Now, a geared TotGC tank walking into ICC can pretty easily hit 54 to 55k health fully raid buffed.And it's only going up from here. Icecrown Citadel promises much improved itemization as well as crazy old school procs that should have warriors, be they DPS or tanks, salivating.
Warriors have definitely had their ups and downs this year, but I think we can say we're ending the year on a fairly high note. Fury DPS has managed to get back to a competitive place with the new weapons, arms still lags behind but has solid PvP and PvE uses, and protection is quite possibly the single strongest tanking class by virtue of sheer flexibility: other tanks may have more health, more armor, or more AoE threat, but protection's suite of abilities includes standouts like Shockwave, Vigilance, Spell Reflection and Warbringer, making it possibly #2 in every single tanking category when no class can claim to be #1 in them all. Let's look at some changes and how they shook out for warriors.
Titan's Grip
Yes, even a year and a month later, Titan's Grip has changed how warrior's DPS forever. It's not just fury that it changed, either: the rather radical design elements included in the arms tree are testament to the difficulty inherent in trying to balance a tree that DPS' with one 2h weapon against a tree that sees that one 2h and raises it another one.
Titan's Grip didn't just cause design problems for arms, however: the talent itself required a lot of adjustment until it reached its current state. It's no secret that I disliked the hit penalty when it was originally introduced, chortled in glee when it was removed, and then wept bitter black tears when the talent instead gained a flat 10% damage penalty to offset the benefit of having all the stats of two two-handers. I'm still not thrilled about that penalty, or the idea that in order to match any other hybrid DPS who uses a two hander I have to spend DKP on another one and then eat that penalty on top of it, but I can't deny the evidence of my senses: as gear improves even penalized Titan's Grip just gets better and better and better. (Hey, when a tanking warrior can go DPS for one fight, throw on his DPS gear and switch to his old DPS raiding spec and hit 9.5k DPS, even the most bitter curmudgeon in existence has to admit he was wrong.)
Titan's Grip is a problematic talent, to be sure. I expect it will require further adjustment as we go into Cataclysm and see five more levels, with the redesigned talent trees and even more powerful gear. But it does what it was intended to do and moves fury DPS away into a unique and iconic level.
Dual Talent Specialization
Was anything as directly and immediately class changing for every single class in the game as Dual Talent Specialization? Perhaps it wasn't as big a deal for the so called 'pure' classes, but for classes who can perform two or more roles, this was an absolute revelation. As long as you can keep your gear, glyphs and specs current, you now have the ability to (as just one example) tank and have a DPS spec, or PvP and PvE. The customization and flexibility this offers is simply astonishing, and it's a feature I'm so glad they decided to put into the game.
Armor Penetration
Until patch 3.1 dropped, no one was really thinking all that much about Armor Pen. It had its moment back in BC with enchants like Executioner and weapons like Cataclysm's Edge, but people were generally of the opinion that ArP was a confusing and really awkward stat. But 3.1 made ArP indispensable to the DPS warrior. So much so that there was wonkiness with the stat and has been ever since: we quickly saw it capped so it couldn't reduce armor to below zero, there was much discussion of how the stat was calculated at all (to the point where devs actually explained it, something they rarely do) and the amount of ArP rating you needed to actually reduce armor was increased in patch 3.2.2 to address it's runaway popularity among physical DPSers.
Since warriors are pretty close to being a purely physical DPS class (we have a few bleeds and bleed effects) ArP is one of those stats that, of all plate wearers, benefits us the most. While it's gone back and forth ever since it came roaring back with Ulduar, you simply cannot ignore ArP if you want to DPS as a warrior.
Block
Part of the issue for warriors and block and the reason we saw so much tuning when block value from items was increased (and also the reason the amount of block value we get from strength wasn't) is that we use block as a threat stat as well as a damage reduction stat. Right now you can go play arenas and see, possibly for the first time, prot warriors in high strength or strength/BV sets running around Shield Slamming as an offensive strategy. This is subject to diminishing returns (this was put in place in patch 3.2) -
Shield Slam: 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.
What this means is that when you hit Shield Block, the amount of block value you get from the talent doesn't just scale directly to Shield Slam damage, which while a clunky solution is certainly more elegant than the 'Shield Block just adds threat to your Shield Slam, no damage' solution that was the original goal. While the doubling of block value on gear and the diminishing returns on block value for Shield Slam damage is not ideal, it's definitely better than rolling back to pre-WOTLK days.
Gear Scaling, Rage Generation and Rumblings of the Future
Warriors have forever been the class that scales the most... interestingly... with gear. We've seen rage normalization attempt to fix this back when BC came out (and fail spectacularly, too, I might have added at the time oh look I did) and it's been an issue ever since. The mantra is as it has always been: a warrior leveling has the most downtime, has to stop and eat while out grinding and soloing, and is weaker in relatively equal gear than almost any other class. Then, as the warrior gets better and better gear, his or her relative strength increases out of kilter with how other classes scale because as the gear improves, rage starvation goes from a real liability to a complete nonissue, giving the warrior effectively a red mana bar that starts low and then shoots up, never going empty.
Meanwhile, the tanking warrior finds herself or himself walking an entirely different tightrope. The gear he or she uses to tank absolute cutting edge fights, the best of the best for survival against massive spike damage from huge, powerful bosses, is a liability tanking anywhere else. Your best gear? Don't wear it to heroics. Oh, I know the DPS will be wearing all of their best gear, the same level and quality of gear as your best stuff, earned in the same dungeons and raids. But you can't do that. Strap on that older gear with worse stats, or gear to stack a threat stat or two over health even if it means wearing stuff you abandoned two tiers of content ago. It's not crippling, but it is irritating: I know I dislike losing 3k health to tank a heroic.
These aspects of the class... the wonky nature of rage generation and how the class scales... have had profound impact on how the class has been designed, and how it will be designed. The Warrior Q&A we saw this year showed us that an awareness of this issue is still foremost in Blizzard's look to future design. And the Cataclysm preview we saw at BlizzCon 2009 showed us that the changes will most likely be baked right into our talents and the Mastery ability, meaning that we are coming to the end of the time where a warrior uses stats like defense to determine the tanking viability of an item.
Make no mistake: warriors are still absolutely the class that scales best with gear. Bad gear is almost crippling to a warrior, and the better suited gear is to a role the more powerful the warrior is. Tanking is still heavily dependent on rage from damage taken, not dealt, and that is most likely going to change, and we first heard about it at BlizzCon.
Also, that class Q&A said Arms Warriors maybe will get to tank with 2h weapons, which is pretty sweet and I wanted to mention it again.
Arms goes round and round and round
It's hard, looking back now, to remember that there was a time where fury warriors wore tons of leather and mail and used 2 1h weapons like discount rogues, and arms warriors were the undisputed kings of two handed weapon fighting among the clanky rage class. All through Burning Crusade, Arms was feared for its Mace Specialization Stuns (especially when combined with a Stormherald) and of course Mortal Strike. Arms was regarded as a PvE DPS debuff spec, able to put out respectable numbers while also granting Blood Frenzy to the raid.
Frankly, when Wrath was in beta, I wasn't terribly impressed with arms. The new ability Bladestorm felt weak, arms felt kitable, and MS just didn't seem all that impressive anymore. Fury was over there dual wielding 2h and I was trying out arms and feeling like a tool. Frankly, I really missed paying attention to arms' new abilities like Taste for Blood, Wrecking Crew and Sudden Death. Obscured by my own obsession with Titan's Grip I missed as the developers moved arms as a spec into the ;disciplined and solider-like' spec they had in mind for it.
This past year has seen a lot of up and down for arms. There was the creation of Juggernaut, followed hard upon by the nerf to Juggernaut (but not to macros yelling catchphrases from last year's internet memes) which did help give arms much needed comabt mobility in both PvP and in movement heavy fights like Ulduar. In the hands of a skilled player, arms is capable of solid DPS and is a threat again on the PvP battlefield (the sheer volume of people complaining about Bladestorm proves that arms is no longer seen as the free kill it was at the beginning of the year). Part of this is also the change to Battle Stance adding ArP and the buffing of Sword Spec to where it's actually a useful ability and you won't reject a sword out of hand for the spec. Arms is solid now. Although even at this late date we can find issues to fix, apparently.
There's a lot more to discuss, of course (holy crap the Dungeon Finder alone), there always is. But here's to 2009, and looking forward to 2010.
Patch 3.3 is the last major patch of Wrath of the Lich King. With the new Icecrown Citadel 5-man dungeons and 10/25-man raid arriving soon, patch 3.3 will deal the final blow to Arthas. WoW.com's Guide to Patch 3.3 will keep you updated with all the latest patch news.Filed under: Warrior, (Warrior) The Care and Feeding of Warriors, BlizzCon, The Burning Crusade, Expansions, News items, Odds and ends, Analysis / Opinion, Patches, Wrath of the Lich King






Reader Comments (Page 1 of 2)
Holgar Dec 25th 2009 2:20PM
I have to say I loved arms from the second I was able to dual spec into it the whole proc based system is much more interactive and fun than the fairly fixed rotation of fury to me.
Aedilhild Dec 26th 2009 12:43AM
Agreed. Maximizing DPS by capitalizing on opportunities never bores.
Bobzz Dec 25th 2009 2:30PM
I think Blizzard made some very short sighted changes to warriors giving arms warriors buffs that were not needed. The main reason for the weakness of warriors in S5 was the op nature of DKs and Hunters. Currently warriors are seen by most players as extremly op in pvp and in need of toning down
Natsumi Dec 25th 2009 5:30PM
Do you even PLAY a warrior, or are you just crying because you can't kite us to death anymore? Why don't you go roll in glass shards, salt, and then take a dip in a pool full of lemon juice. Then and ONLY then will you know what it has been (and still is for that matter) for Arms Warriors in PvP since Wrath hit.
Bobzz Dec 25th 2009 5:53PM
why so angry? go look at arena junkies and see what the top arena players think of warrior pvp, most agree that warriors have become op in arena (maybe due to arp)
jslim419 Dec 26th 2009 3:11AM
"why so angry? go look at arena junkies and see what the top arena players think of warrior pvp, most agree that warriors have become op in arena (maybe due to arp)"
i could give two flying fooks what a bunch of basement dwellers that do nothing but arena think about the warrior class.
hopefully blizzard will just do away with arena's once and for all when cataclysm launches. then there will be nothing for those greasy faced hunchbacks to theorycry about.
oddshrub Dec 26th 2009 4:51AM
It's kind of silly to base your opinions on opinions you've read. Especially when some of them reach 2500+ ratings with teams like balance druid/fury warrior - something I doubt even you would consider OP.
I'm sure Blizzard listens to top ranked arena players in their quest to create a competetive digital sport, but they're also listening to everyone else. It's not like they won't listen to you because you're a scrub like the rest of us, we still make up the largest player base and thus the biggest income group and you can be very sure Blizzard wants to keep us happy.
Bobzz Dec 26th 2009 12:03PM
There is really no need to attack arena players just because you dont like arena. I think balancing around the best players makes sense instead of making the game balanced for people who cannot get the maximum out of their respective classes.
dan Dec 25th 2009 2:36PM
Definitely more fun. And harder to master. It's a shame it doesn't put out similar numbers for all the effort.
Rossi, do you really find that you have to swap out gear to address rage in heroics? I haven't really had that problem in a very long while. I'm a little surprised to see that still mentioned.
JustinM Dec 25th 2009 5:45PM
They have to not for rage generation but threat generation. Prot warriors will often replace some tanking gear with DPS gear in a 5 man so long as they remain defense capped. It has the added benefit of making the whole thing go faster, too.
dan Dec 26th 2009 2:01AM
Threat generation isn't a problem. And while it's certainly not a bad thing to eek out a little more dps in dungeons if you're with competent dpsers you can often finish a dungeon before your cooldown is even up on the new dungeon finder. I had a few minutes left on my cooldown last night after running through hA-N.
jslim419 Dec 26th 2009 3:15AM
"Definitely more fun. And harder to master. It's a shame it doesn't put out similar numbers for all the effort."
you know it's funny. a year ago i was top dps in my guild with my big daddy TG warrior, but whenever i tried Arms even on target dummies i failed horribly. then i took a break over the summer when my guild disbanded, came back and decided to switch to arms. right away i was hitting 5k dps. i don't know how it happened because they didn't change much while i was away. however now when i try TG i'm worse than i was back last winter with Arms.
Mr Shinra Dec 25th 2009 6:53PM
Quick question: what armor / weapons and tabard is that warrior wearing in the pic at the top?
Piper Dec 25th 2009 7:01PM
t9 and the Tabard of the Shattered Sun.
Mr Shinra Dec 25th 2009 7:48PM
@ Piper: That was quick, thanks.
Doorbasher Dec 25th 2009 8:03PM
The weapons are an obsidan-edged blade from ony and (I'm pretty sure) reckoning, from ToC.
PsyWulf Dec 26th 2009 8:09AM
@doorbasher
Nope. Not reckoning - but Aesir's Edge from xt002 10 Hm :)
lightnigblast435 Dec 25th 2009 6:55PM
I use to play a warrior before my account got hacked on thanksgiving, Regardless, Me playing a warrior made me feel so cool in Wrath due to Juggernaut. I played him back in BC when i assume people think that arms sucked in BC. I loved it and all but even with Merc/veg glad gear i could still never seem to beat a hunter. Hunters kited me left and right and i had to wait to either come out of combat or another 15-20 secs to use Intercept. Now with the ability to charge in combat it has made PVP so much fun. I dont care that blizz gave us teh 25% chance to crit along with it. TO me it was so much fun to get hit my a hunter then charge him spamstring and watch him Dis-engage away then go to Zerker stance and intercept him and beat him down. I think it was fair to allow warriors to gain Juggernaut. Probably overall the best thing i think that has happened to Arms warriors in Wrath is Sudden Death. I remember people (other warriors) make fun of me for being arms instead of Fury. When i dueled the Fury warrior he got WTF pwned. He sat there and QQ'ed about being hit with a 8k Sudden Death crit followed by a 5k MS crit then hamstring+Bladestorm. As my conclusion i give Kudos to blizz for buffing us and i would really like to see more buffs coming.
ps. Blizz should really give us back Death Wish in swap of some other talent i find stupid-Just saying
thatguymob Dec 25th 2009 7:00PM
i think you guys all should realy look at the warrior class, and have no choice but to see they definatly DO NOT need to be nerfed,i mean come on the whole reason for being fury used to be for whirlwind,now evry class has it in some form or another and not only do they have it but its way more powerfule it may hit for less dmg. in some cases but it hits evryone were we get 4, i mean come on 4?
yes arms is a lil tuffer to master and if the top arena players are realy complaining about war.s in arenas well maybe they should go QQ in a coner cause i mean come the &%*$ on,in the same lv of gear anyother class has wars do not stack up! end of story. blizz needs to fix this,they keep bolstering other classes because ppl cry over warrios,and honestly i just dont see how they think they can be OP atm anyway.when wrath first droped maybe but now come on QQ and wake the hell up ppl are just getting spoiled play a war for a few years and then try and complain about them being over powerd and that dosent matter the spec!
arcady0 Dec 25th 2009 8:20PM
I -was- a tanking warrior in naxx-10 at the outset of 2009, and it was more like 26k health -BUFFED-, and about 23k unbuffed.
That's what I entered naxx with, and I became our maintank at about the point where my health hit 24k or 25k unbuffed.
35k? That's more like what you'd expect after Ulduar was over. Back when Naxx-10 was the progression raid, warriors were stacking avoidance and threat moreso than stamina.
Heck... my warrior went through a good bit of Ulduar at under 30k unbuffed health (and is still at that as it has been -that long- since I was regularly on the toon).