The Care and Feeding of Warriors: The constantly evolving beta warrior
The Care and Feeding of Warriors is about warriors, who hurl themselves into the fray, into the very teeth of danger, armed with nothing more than the biggest weapons and armored with the absolutely heaviest armor we can find. Hey, we're not stupid, we're just crazy.
This week, we shift gears a little. We have to talk about the constant evolution of the talent trees and class design in the beta test. The first thing we must keep in mind when we discuss the beta or PTR patches or anything like that is that the design is always evolving, and what's currently on test may or may not make it to live. We saw a new patch with a whole host of abilities drop or change. We'll see more of them. The purpose of looking at these patches is never "look, here's what you will look like when you play in Cataclysm" but rather "look, here's what they've done so far to the class and what we can learn from it."
What we can see from the new talents is that more variety in terms of rage consumption and conservation is being worked into the system. As an example, Unbridled Wrath (never a particularly popular talent in the past couple of years) is gone, replaced by Battle Trance. This is indicative of the continuing paradigm shift on how rage should work for DPS players away from a simplistic "do anything you can to get more" design and towards a more nuanced, perhaps even complicated, way to look at rage, rage generation and rage consumption.
The arms talent Deadly Calm is an example of a talent designed around the oft-mentioned "disciplined, soldiery feel of arms," one that seeks to give the spec that cool-under-fire sense, to contrast it from fury's barbaric direction. With Deadly Calm, I see the beginning of strategy in terms of how and when to use rage as an arms warrior. If you're close to activating Inner Rage, using Deadly Calm will let you still unleash that flurry of Mortal Strike, Overpower and Executes without preventing you from gaining the 50% damage increase for your special attacks.
This week, we shift gears a little. We have to talk about the constant evolution of the talent trees and class design in the beta test. The first thing we must keep in mind when we discuss the beta or PTR patches or anything like that is that the design is always evolving, and what's currently on test may or may not make it to live. We saw a new patch with a whole host of abilities drop or change. We'll see more of them. The purpose of looking at these patches is never "look, here's what you will look like when you play in Cataclysm" but rather "look, here's what they've done so far to the class and what we can learn from it."
What we can see from the new talents is that more variety in terms of rage consumption and conservation is being worked into the system. As an example, Unbridled Wrath (never a particularly popular talent in the past couple of years) is gone, replaced by Battle Trance. This is indicative of the continuing paradigm shift on how rage should work for DPS players away from a simplistic "do anything you can to get more" design and towards a more nuanced, perhaps even complicated, way to look at rage, rage generation and rage consumption.
The arms talent Deadly Calm is an example of a talent designed around the oft-mentioned "disciplined, soldiery feel of arms," one that seeks to give the spec that cool-under-fire sense, to contrast it from fury's barbaric direction. With Deadly Calm, I see the beginning of strategy in terms of how and when to use rage as an arms warrior. If you're close to activating Inner Rage, using Deadly Calm will let you still unleash that flurry of Mortal Strike, Overpower and Executes without preventing you from gaining the 50% damage increase for your special attacks.

Whether or not any of these particular abilities make it to live in their current form or not, we can glean a great deal from looking at their current implementation. The biggest difficulty in balancing warriors as DPS over the past five years has been the rage mechanic, which hobbles the undergeared and at high levels of gear gives a near-infinite stream of powerful attacks.
While on the surface the new rage design avoids the complications of the runes/runic power design of death knights or the holy power changes to paladins, if you look closely at the way these new talents and abilities interact, you start to get a sense of each spec's relationship to rage generation and its expenditure. At present, protection more or less uses rage as it does now (since we know that the devs consider the prot warrior redesign one of the accomplishments of Wrath of the Lich King, that's not terribly surprising), while fury is becoming more and more about reaching an enraged state in order to gain damage bonuses and use special, enrage-only abilities like Raging Blow. Fury warriors are basically constantly trying to Hulk out, going mad with fury and smashing everything in their path. Fury warriors will most likely focus less on conserving rage for Inner Rage (as nice as the damage buff will be) and more on making the most of those enrages, doing whatever they can to activate them and capitalize on them.
Arms, meanwhile, will have access to both Deadly Calm and Battle Trance (again, as of this build), making entering an enrage less important (the change to Wrecking Crew makes only Mortal Strike critical hits enrage you, most likely due to the high crit strike chance of Improved Overpower) than directing and conserving the flow of rage where it's most important. Arms won't just play differently than fury because of its many procs, which has hampered fury's design in this expansion, since if you put in a proc-based ability like the original Impending Victory, it seems like an arms ability. It will play differently because arms will be more about making sure to conserve your rage until just the right moment than the other trees.
Well, at least until we see future builds.
What is clear is that the paradigm of how rage works and how it should be used is becoming much more layered. With the addition of Inner Rage, various enrage-based abilities for fury, and now superior rage conservation for arms, we're looking at a complex, stratified system of resource acquisition and expenditure. Do you want to be a weapon master with control over himself and his chosen instrument, or do you just want to go blood-frenzied insane? Now, it will actually make a difference.
Prot continues to stand behind these two shaking its head ruefully, strapping the door to a walk-in freezer to its arm and smashing it into things. Again, if it isn't broken ...
We'll take a look at the latest changes courtesy of MMO-Champion.
Arms
The Bloodsurge change emphasizes Raging Blow's move to replace WW in the single-target DPS rotation. The Meat Cleaver change seems designed to help with what I've noticed running my gnome around, namely, that Whirlwind hits like an anemic toddler and is too weak with too long a cooldown to be useful as AoE. (I suspect they'll keep trying weird fixes like this, because the second they make it hit for 100% weapon damage is the second it goes back into the single-target rotation). The Intensify Rage change frees up a point (at the cost of longer cooldowns on a host of abilities -- /sadface), and we'll see how Battle Trance works out.
I personally wouldn't have minded seeing Safeguard taken out entirely. The Gag Order change is nice; I hate waiting that minute when I need to do a silencing pull. Everything else is fairly minimal, as I said before; prot's in a solid place as it is.
Next week, we'll talk about how streamlining the leveling process helps a great deal for warriors.
Check out more strategies, tips and leveling guides for warriors in Matthew Rossi's weekly class column, The Care and Feeding of Warriors.
While on the surface the new rage design avoids the complications of the runes/runic power design of death knights or the holy power changes to paladins, if you look closely at the way these new talents and abilities interact, you start to get a sense of each spec's relationship to rage generation and its expenditure. At present, protection more or less uses rage as it does now (since we know that the devs consider the prot warrior redesign one of the accomplishments of Wrath of the Lich King, that's not terribly surprising), while fury is becoming more and more about reaching an enraged state in order to gain damage bonuses and use special, enrage-only abilities like Raging Blow. Fury warriors are basically constantly trying to Hulk out, going mad with fury and smashing everything in their path. Fury warriors will most likely focus less on conserving rage for Inner Rage (as nice as the damage buff will be) and more on making the most of those enrages, doing whatever they can to activate them and capitalize on them.
Arms, meanwhile, will have access to both Deadly Calm and Battle Trance (again, as of this build), making entering an enrage less important (the change to Wrecking Crew makes only Mortal Strike critical hits enrage you, most likely due to the high crit strike chance of Improved Overpower) than directing and conserving the flow of rage where it's most important. Arms won't just play differently than fury because of its many procs, which has hampered fury's design in this expansion, since if you put in a proc-based ability like the original Impending Victory, it seems like an arms ability. It will play differently because arms will be more about making sure to conserve your rage until just the right moment than the other trees.
Well, at least until we see future builds.
What is clear is that the paradigm of how rage works and how it should be used is becoming much more layered. With the addition of Inner Rage, various enrage-based abilities for fury, and now superior rage conservation for arms, we're looking at a complex, stratified system of resource acquisition and expenditure. Do you want to be a weapon master with control over himself and his chosen instrument, or do you just want to go blood-frenzied insane? Now, it will actually make a difference.
Prot continues to stand behind these two shaking its head ruefully, strapping the door to a walk-in freezer to its arm and smashing it into things. Again, if it isn't broken ...

Arms
- Wrecking Crew now procs from your Mortal Strike critical hits instead of all melee critical hits and gives a 33/66/100% chance to enrage you.
- Lambs to the Slaughter has been revamped. After you deal a Mortal Strike, your next Execute, Overpower or Mortal Strike will cause 10/20/30% more damage.
- Impale now affects Overpower instead of Execute.
- Deadly Calm For the next 10 seconds, none of your abilities cost rage but you continue to generate rage; instant, on a 2-minute cooldown.
- Endless Rage is now a primary skill.
- Bloodsurge now affects Raging Blow instead of Whirlwind.
- Meat Cleaver got an additional bonus. It increases the damage done by your Cleave and Whirlwind abilities by 20%, and your Cleaves and Whirlwinds have a 60% chance to increase the damage of your next Cleave or Whirlwind by an additional 10/20%.
- Intensify Rage is now a two-rank talent reducing the cooldown of your Bloodrage, Berserker Rage, Recklessness and Death Wish abilities by 10/20% (down from three ranks, 11/22/33% reduction).
- Unbridled Wrath has been replaced by Battle Trance. Your Bloodthirst, Mortal Strike and Shield Slam hits have a 5/10/15% chance to make your next special attack consume no rage.
- Damage Shield is now a tier 4 talent, down from tier 6. It now causes damage equal to 20/40% of your strength (formerly 10/20% of your attack power).
- Improved Defensive Stance is now named Bastion of Defense.
- Safeguard is now a tier 6 talent, up from tier 4.
- Blood and Thunder is now a tier 2 talent, down from tier 3.
- Gag Order now also lowers the cooldown on your Heroic Throw by 15/30 seconds.
- Improved Revenge is now a tier 3 talent, up from tier 2.
The Bloodsurge change emphasizes Raging Blow's move to replace WW in the single-target DPS rotation. The Meat Cleaver change seems designed to help with what I've noticed running my gnome around, namely, that Whirlwind hits like an anemic toddler and is too weak with too long a cooldown to be useful as AoE. (I suspect they'll keep trying weird fixes like this, because the second they make it hit for 100% weapon damage is the second it goes back into the single-target rotation). The Intensify Rage change frees up a point (at the cost of longer cooldowns on a host of abilities -- /sadface), and we'll see how Battle Trance works out.
I personally wouldn't have minded seeing Safeguard taken out entirely. The Gag Order change is nice; I hate waiting that minute when I need to do a silencing pull. Everything else is fairly minimal, as I said before; prot's in a solid place as it is.
Next week, we'll talk about how streamlining the leveling process helps a great deal for warriors.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm







Reader Comments (Page 1 of 2)
theRaptor Jul 23rd 2010 6:16PM
I think prot is way better then it was last build. In the previous build there was one prot spec with the "utility" talents being either very minor or not worth taking. Now there is a definite choice between single target prot and multi-target prot. Also the buff to field dressing indicates to me that they want the Blood Craze sub-spec to be useful for more than levelling (which I hope is true otherwise the only worthwhile sub-spec will be Arms for Deep Wounds).
Hasufein Jul 23rd 2010 6:43PM
Yeah, I agree with the definite difference between single target and AOE prot trees and am quite pleased with what prot looks like atm (superficially - I am not in the beta) . Though Blizz has been saying they want to back away from AOE'ing trash packs in cataclysm, these talents cater for (imo) the *possibility* and eventuallity of there being a break in CC or something where the tank is swarmed by a pack of mobs. The tank isn't disadvantaged if it's a warrior (apologies to other tanks that may also have comparative disadvantages with aoe tanking, but i don't play any of the other tanking classes so i really couldn't say). The field dressing + blood craze spec for prot probably won't be optimal for boss tanking, but it seems to be something a dedicated tank should take as an aoe tank spec.
GG blizz. :)
Please note that I am basing this observation on what tanking was like about 8 months ago in sub-prime gear (when i last played). I apologise if this is no longer relevant to gameplay today.
Trent Jul 23rd 2010 6:19PM
from the picture provided it looks like anger managment and endless rage are both in the arms specilization bonuses
Irontoof Jul 23rd 2010 6:20PM
What bugs me is that Fury can get ALL the cool talents at once, while prot and arms seem only to have enough points to get all the no-brainers and nothing else
nefi.mujica Jul 23rd 2010 6:31PM
i 'm still a little worried that some of these changes seem more in the direction of aoe tanking than cc being a pivotal part in the 5 man experience. It seems that in testing more and more cc is not going to be featured as prominantly is it was initially announced.
rosencranceneil Jul 23rd 2010 6:34PM
Those pictures make me feel the worgen race was another mistake(draenei) that blizz will regret as well as I.
rosencranceneil Jul 23rd 2010 6:34PM
*is
Tribunal Jul 23rd 2010 6:42PM
It's got Tauren Cat Form mouth syndrome, uck.
I liked the new version of the form about equal with the old one until I saw that.
I'm going to hope it was just the screenshot catching an unfortunate moment.
david_maurice Jul 23rd 2010 7:03PM
Tauren Cat Form syndrome would indicate that they'd have their mouth open every single moment, from the looks (in a model viewer, I'm not in the beta) - the Worgen only have their mouth open when attacking.
Vogie Jul 23rd 2010 6:48PM
"Improved Revenge"
This always sounds like they're running out of poorly-written action novels
Blood & thunder in tier 2 means Arms can pick it up if they so desire...
MusedMoose Jul 23rd 2010 7:08PM
Very interesting indeed. I've never paid much attention to Arms as a spec, as Fury always seemed more fun. However, with these talents, it really seems like Blizzard is getting closer to their goal of really making the specs feel different. It's going to be a tough decision, which to play... might have to make more than one warrior, if we still can't dual-spec 'till 40. *grin*
Also:
"Prot continues to stand behind these two shaking its head ruefully, strapping the door to a walk-in freezer to its arm and smashing it into things."
That's hilarious.
Maymer Jul 23rd 2010 9:46PM
oh sure, it's hilarious now. but soon, you have to pay for your friends food cause it evidently "spoiled" when you made a makeshift shield. Heaven forbid they say "Hey Maymer, thanks for tanking that giant evil dragon that just randomly popped from the earth into our man-cave. You're the best!"
Nope, nothing but QQing....nothing but the QQ
Baba Jul 24th 2010 6:05PM
and for some reason the frost mages are nowhere to be found...
Joester Jul 23rd 2010 10:34PM
I noticed how Arms Passive is "Two-Handed Weapon Specialization." Does this mean that Fury will no longer take pts. for 2 Hand Weapon Specialization? Wouldn't this drop our DPS if we use 2H's come Cataclysm?
Hasufein Jul 24th 2010 12:52AM
It wouldn't necessarily mean that you were dropping your damage if you chose to go TG. - At cata end game content our DPS won't be a transposed model of what we do now. With TG; DPS will probably be lower than what a transposed dps model would say - considering DPS atm.
If i'm not explaining this very well consider the difference between say a y = x graph which would represent a directly transposed model (I know this will not be the case as the gear and stats don't increase arithmeticallly), and y = ln(x) graph - which would represent what the actual model may be. More dps than what we do now (to be expected ofcouse) but less dps than what a same damage model would produce in cata.
Then again this will help balance TG and SMF.
Killik Jul 24th 2010 3:37AM
Chances are good the damage penalty on Titan's Grip will be adjusted to compensate for losing 2-Handed Weapon Spec. That's at the very least - since our whole dps is getting rejigged, the loss of 2-H Spec is probably irrelevant at this point.
tehaxe Jul 23rd 2010 7:51PM
warrior consecrate, thunderclap rend thingie and deadly calm are soooo sexy..... I almost shat my pants when i saw those talents!!
Amaxe-1 Jul 23rd 2010 8:36PM
I think I'm starting to get interested in the worgen fury warrior (or is it "furry warrior"?) I was going to roll. I haven't really played a warrior since I had a level 70 before 2.1, but it is starting to look like fun again.
brenainn.simpson Jul 23rd 2010 9:10PM
I would be very irritated if they took out safeguard. The 30% damage reduction mini shield wall has saved many players from RNG mechanics in my hardmode attempts and I get a bit sick of players who call it a useless talent. Its as useful as you have the ability to make it useful
Kevin Jul 23rd 2010 10:04PM
Lest we forget people that it is possible to have aoe and cc at the same time, the tank just needs to position the group a little out of aoe range of the cc'd target and the rest of the group can still aoe like crazy.
It might not be the best solution for every situation, but I remember doing this plenty of times before cc became not as useful.