Cataclysm Class Changes: Warrior

Some of the major highlights:
- Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time.
- Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks.
- It's baaack! Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land.
- "...we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons."
Warrior PreviewWorld of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you're about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come.
New Warrior Abilities
Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.
Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.
Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.
Changes to Abilities and Mechanics
In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
New Talents and Talent Changes
Mastery Passive Talent Tree Bonuses
Arms
Melee Damage
Armor Penetration
Bonus Swing
Fury
Melee Damage
Melee Haste
Enrage Intensity
Protection
Damage Reduction
Vengeance
Critical Block Chance
Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.
Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.
Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.
Vengeance : This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today – there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.
We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
New Warrior Abilities
Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.
Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.
Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.
Changes to Abilities and Mechanics
In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.
- Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot.
- Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.
- Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.
- Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.
- Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.
New Talents and Talent Changes
- The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.
- The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.
- As a Fury talent, Booming Voice will increase the Rage generated by shouts.
- While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.
- Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.
- The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.
- Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.
- Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.
Mastery Passive Talent Tree Bonuses
Arms
Melee Damage
Armor Penetration
Bonus Swing
Fury
Melee Damage
Melee Haste
Enrage Intensity
Protection
Damage Reduction
Vengeance
Critical Block Chance
Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.
Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.
Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.
Vengeance
We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.
Ghostcrawler"All equivalent debuffs" means if you have the debuff today, you will have it in Cataclysm, but at 20% healing received. To avoid further confusion, we are talking about Mortal Strike, Furious Strikes, Wound Poison, Aimed Shot, Permafrost and Improved Mind Blast.
We are also strongly considering having all of these effect cause the same debuff, called Mortal Wounds, which is a physical effect and therefore undispellable. This allows the behavior to be more consistent regardless of who is applying it and lets us consider things like how easy it should be to dispel poisons (since Mortal Wounds would not be affected).
Heals will be smaller and health pools will be larger in Cataclysm, so we don't expect Mortal Wounds to feel as mandatory as it does today, but this is clearly the kind of thing that will require a lot of playtesting and feedback.
--
Almost all dots will crit. The exception will be things like Deep Wounds and Ignite because those are already the product of a crit. Rend will crit.
We are really striving for scaling parity for the various specs and classes. This means that stats like haste and crit can't be awesome for some characters and terrible for others. Most abilities need to benefit from haste and crit.
We are also strongly considering having all of these effect cause the same debuff, called Mortal Wounds, which is a physical effect and therefore undispellable. This allows the behavior to be more consistent regardless of who is applying it and lets us consider things like how easy it should be to dispel poisons (since Mortal Wounds would not be affected).
Heals will be smaller and health pools will be larger in Cataclysm, so we don't expect Mortal Wounds to feel as mandatory as it does today, but this is clearly the kind of thing that will require a lot of playtesting and feedback.
--
Almost all dots will crit. The exception will be things like Deep Wounds and Ignite because those are already the product of a crit. Rend will crit.
We are really striving for scaling parity for the various specs and classes. This means that stats like haste and crit can't be awesome for some characters and terrible for others. Most abilities need to benefit from haste and crit.
In addition to commenting, don't forget that we're also looking for guest posts on the above changes.
World of Warcraft: Cataclysm will destroy Azeroth as we know it. Nothing will be the same. In WoW.com's Guide to Cataclysm you can find out everything you need to know about WoW's third expansion. From Goblins and Worgens to Mastery and Guild changes, it's all there for your cataclysmic enjoyment.
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Reader Comments (Page 4 of 9)
Daniel Whitcomb Apr 8th 2010 12:27PM
To be fair, they are reintroducing strength-statted one handers in Cataclysm, so hopefully they'll be well enough itemized that one handed fury warriors and DW DKs will be rolling on those instead, and Rogues can stick with the Agility-statted one handers alongside Hunters and Enh Shamans.
golfhurts Apr 8th 2010 12:30PM
I wouldn't imagine so. Considering the loss of attack power as a stat, Fury warriors and DK's will want strength on their weapons. Rogues, shaman, and hunters will want agility. So assumedly, it'll be better.
Eldoron Apr 8th 2010 12:36PM
pwnd by 2 blues
Djinn Apr 8th 2010 12:53PM
Easy as pie... Itemize Maces and Axes with Strength because from a lore perspective these would be more consistent with brute force and it wouldn't be to much of a stretch to offer Swords and Fist Weapons as more of a Finesse style and just let the rogues have their daggers. So Str on Axes/Maces and Agi on Swords/Fists and life should be good... and take away hunters choices in weapons.. 2h stat sticks they would share with feral druids should be enough to get them by... Not everything needs to be hunter loot... Remove DW from Hunters...
sprout_daddy Apr 8th 2010 12:48PM
It may not have occurred to you, but warriors don't spend a whole lot of time worrying about the feelings of rogues.
B1ue Apr 8th 2010 12:55PM
You want to talk weapon competition, try a healer. Just as many specs/classes as you've named, and there are always at least one other in every sized raid, looking over your inventory saying "That's a nice mace you have there. But the upgrade to it is mine." I'm thankful blizz made us just different enough we didn't always go for the exact same stats, but by this point in the game we're coming together again.
I for one am looking forward to playing my warrior again, in all her various weapon modes. Lunking around two giant maces never really felt awesome to me, at least not as much as having many, many white hits. I suppose I could have just rolled a rogue, but that's the easy way out.
Docp Apr 8th 2010 12:57PM
@Djinn
Since Shaman cant use swords making axes have str and swords have agi wouldn't be convenient.
I think Dagger/Fist/Axes for Agi, Swords and Maces for str would work better. Unless I've missed something.
Cinarg Apr 8th 2010 3:42PM
@Docp
Warriors? Without axes? Seriously? The axe is pretty much THE weapon that represents the bloodthirsty maniac cackling as flesh and blood and god-know-what-else spatters on his face whilst he mutilates his victim beyond recognitrion, which is basically what fury is all about.
Tapukimastra Apr 8th 2010 12:29PM
"The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds."
This is all I needed to hear to roll a PvP Arms Warrior when Cata hits.
Docseuzz Apr 8th 2010 12:35PM
I was hoping that instead of disarm, then fear - having auto-attacks have a 20% (or so) to disarm automatically....
and boo-ya for me calling the 100 rage special effect last week... I was hoping for an active ability for each playstyle, but it's not bad...
A1CYancy Apr 8th 2010 12:28PM
"Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets."
That sounds all warm and fuzzy, but what will replace Whirlwind then? Need a new DPS button.
And dude, why would you ever retire your fury warrior??? Gear it and play it. Fury is king.
Leorad Apr 8th 2010 1:25PM
This is a PvP balance. It was designed to be an AoE damage effect, not a single target "kill clothies in arena in under 1 sec" button. As far as PvE is concerned, this is the direction of all AoE effects during the Cataclysm shift.
A1CYancy Apr 8th 2010 5:48PM
I think you have Whirlwind confused with Bladestorm. Bladestorm was changed to help balance PvP.
Whirlwind tooltip: "In a whirlwind of steel you attack up to 4 enemies within 8 yards, causing weapon damage from both melee weapons to each enemy"
So it's like a shaman's stormstrike where you attack with 2 weapons at once. Instead of increasing nature damage it strikes UP TO 4 enemies.
What they are changing is making it hit all targets (like say FoK) but reducing the damage over all. This isn't a PvP change but a buff to AoE pulls in a nerf to single target. The problem is the DPS rotation was Bloodthirst, Whirlwind, Bloodthirst, slam procs. Whirlwind is 25% of the damage of Fury right now and if they make it not worth single target, that leaves Bloodthirst with slam procs.
Irontoof Apr 24th 2010 6:47PM
yes, YES! WARRIOR BUFFS! *sheds tears of joy*
guys, how about someone makes an addon that makes the "WRYYYYYYYYYYY" noise every time you get a killing blow with Heroic Leap? :D
Mephistophelean Apr 8th 2010 12:31PM
Am I the only one pissed about the massive Mortal Strike nerf? I mean healers now can pretty much heal through it at 50% (without URA on) To bring it down to 20% a warrior can't really hope to bring down any healer. And with Enraged Regeneration on a 3 minute cooldown a healer will be able to put dots on you and heal himself, eventually killing you. I don't see how it will be possible to 1v1 any class that can heal itself anymore. Good job Blizzard..you're taking away what makes warriors viable in PvP.
Eldoron Apr 8th 2010 12:35PM
quite bold to say things like that without knowing any numbers or playing Cata, live or beta.....
Docp Apr 8th 2010 12:36PM
It's been said before and it'll be said again, Blizzard does not balance pvp around 1 vs 1 fights. The fact is you're not meant to be able to kill a healing class on your own, if they can't even keep themselves up then what's the point of bringing one into a battleground.
Equally the change to 20% is to reflect the changes in healing in Cataclysm. Blizzard want us all to have much bigger health pools but the heals to be smaller, since the heals will naturally be smaller allowing some classes to then cut them in half would make healers non viable.
Mephistophelean Apr 8th 2010 12:38PM
Either heals will need to get a massive nerf or the damage output from warriors need to get an increase. Otherwise it will be the same old crap over and over. Warriors have hard enough times as it is trying to take down dps with healing capabilities. I.E Ret pally (Who proc instant cast flash of lights) Enhancement Shaman (Who proc instant cast healing waves). When you take away the ability to cleave their healing, when it's hard to kill them as it is, you're taking away any chance of beating them.
Mephistophelean Apr 8th 2010 12:43PM
On top of my original post, getting rid of Poleaxe and Mace specialization for a weakened, global sword specialization seems pretty lame. Seriously, a 5% chance to hit an extra attack that is half the damage? I'll take 5% critical strike over that any day. At half the damage with a geared PvPer that will hit pathetically weak. I really hope Blizzard knows what they're doing. Maybe increase the chance to proc to 10-15% because right now I wouldn't even waste one talent point into it.
clundgren Apr 8th 2010 12:51PM
Anyone arguing that warriors need a damage INCREASE right now is kind of hard to take seriously. If *warriors* need a damage increase, what about all the other melee classes?
Your class is tops. Enjoy it, and stop with the QQ.