The Care and Feeding of Warriors: Stream of Cataclysm consciousness
The Care and Feeding of Warriors is about warriors, who hurl themselves into the fray, 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.
Having spent the last few weeks more or less avoiding talking about Cataclysm, I'm now going to dive back into the discussion of our "soon" to come expansion. While the most recent beta push didn't do much at all to our talents from previous beta builds, we did see some significant changes as the new glyph system was implemented. We also got actual plate models for a lot of green and blue quest drops so that my warrior now looks like he's wearing a classic Roman-style gladiator helmet and chest in the screenshot above. At this point, there's a lot to talk about in terms of how things are shaking out.
A Mastery of Mastery
So far, I'd have to say at least for the leveling game, with the level cap extended to 85 that fury is hands down the best mastery of the three. Why? I'll show you why.
Yes, that's Enraged Regeneration on the beta with some mastery gear. Not even a lot of mastery gear, either. On live, the ability increases your regeneration by a flat 30%, but with the effects of mastery increasing every ability that depends on enrages to work, as you can see, ER becomes absolutely amazing. And it's not just healing: your enrage effects (Enrage itself, Death Wish) increase your damage by more, and even more amazing is what it does to Bloodrage.
In the same mastery gear (959 mastery rating from gear, 17% mastery) Bloodrage adds an incredible 54 rage on use and 27 rage over ten seconds. The power and utility of fury's mastery is quite simply far broader in scope than either the arms or protection masteries. Strikes of Opportunity is a chance to proc another swing, and yes, that chance can get pretty high, but it's still just another swing with an internal cooldown. Critical Block is, well, critical block. They're not bad, but compared to an ability that boosts just about every enrage effect a fury warrior can have (and combined with the spec's new focus on enrages) and you're looking at a mastery that simultaneously greatly increases fury's offensive power and survivability. It's actually easier for me to solo harder quests as fury than it is as prot right now on the beta.
With Great Alacrity
The interesting thing about the current rage generation system on the beta is that there's really only two ways to currently improve your rage generation. One is listed above. A fury warrior with a lot of mastery can effectively have a full rage bar every minute by stacking mastery and keeping Bloodrage on cooldown.
The other way, however, is to stack haste. Stack lots and lots of haste. Since critical hits no longer generate extra rage, the only way to increase your rage generation on the beta at this time (if you're not a fury warrior) is to swing faster. Since each swing generates a fixed amount of rage, only getting more swings will mean more rage generation. It's not really feasible (at least I haven't found it so) to go hog wild on haste and see what happens, although I suspect at the entry level of 81-85 gearing that trying to stack haste would be a crippling loss of DPS. Still, if you see haste rating on gear, you definitely shouldn't do what you might be tempted to do on live and disenchant or vendor it.
Right now in my tests, the high amount of mastery on 2h weapons makes Titan's Grip a more tempting talent choice than Single-Minded Fury, but one advantage SMF has is that the weapon speeds are usually 2.6 or lower anyway (you could even get rogue axes/swords for even faster swings). A SMF build that stacks haste isn't out of the realm of possibility, going for as much rage generation as it can get, but it will be a while before we have any geared 85's who can really take these competing specs out for a run. Right now, my prediction for fury is that TG will lead for a while purely due to the effects of mastery, but haste will become more and more attractive as we progress through raid tiers.
For arms (especially with its mastery proccing an extra swing) haste might actually end up being even stronger. With a less potent mastery, there may be less demand for the stat and thus more reason to stack haste earlier, especially with the universal use of generally big, slow 2h weapons for the arms playstyle.
I expect to see little if any interest in haste for protection, however. Between the effects of vengeance and their having more rage available from damage taken as well as attacking (even though that's been normalized as well) it seems to me that protection warriors will still look to the dodge/parry and hit/expertise duos for their primary stats.
Let's talk about glyphs
The debut of the new glyph system brought with it some interesting changes in the idea of how and why glyphs should effect your talents and abilities. We already linked to the post, but let's look over the important bits here.
Ghostcrawler - Re: New Warrior discussion (build 12803)
What's really fascinating about this is that it really shifts glyphs away from the paradigm established by things like the Glyph of Whirlwind in the current iteration of the game. You can see above that the Glyph of Raging Blow reduces the cooldown on that ability, but Raging Blow is not a predictable, -- use it every eight seconds -- ability the way Whirlwind was. Since Raging Blow is only active during an enrage state, the glyph basically makes it easier to get more RB's off during that time, but it can't be said to be part of a rotation since RB is much more or a "it's lit up hit it now" ability.
What's even more important, however, than the design paradigm shift is the idea of being able to switch glyphs in between fights without having to carry a stack of them. Everyone currently tanking knows, for just one example, that certain glyphs work much better on trash pulls and others are superior for bosses. Now, you can learn all the glyphs beforehand and switch their configuration on the fly without a trip to the auction house or logging to your scribe and mailing yourself a few stacks. Once they're learned, you can switch them at will out of combat.
This combination of new glyph design goals and flexibility is of course a benefit to all classes, but any class that can perform two or more roles will find it extremely useful. Making prime glyphs unabashed, straightforward increases makes a lot of sense in that context. In essence, the depth of glyph choice is really going to be in the majors bracket. I'm looking forward to playing with it more.
Next week, either Warriors in Lore 2 or a look at how the arms and prot masteries could improve.
Check out more strategies, tips and leveling guides for warriors in Matthew Rossi's weekly class column, The Care and Feeding of Warriors.
Having spent the last few weeks more or less avoiding talking about Cataclysm, I'm now going to dive back into the discussion of our "soon" to come expansion. While the most recent beta push didn't do much at all to our talents from previous beta builds, we did see some significant changes as the new glyph system was implemented. We also got actual plate models for a lot of green and blue quest drops so that my warrior now looks like he's wearing a classic Roman-style gladiator helmet and chest in the screenshot above. At this point, there's a lot to talk about in terms of how things are shaking out.
A Mastery of Mastery
So far, I'd have to say at least for the leveling game, with the level cap extended to 85 that fury is hands down the best mastery of the three. Why? I'll show you why.Yes, that's Enraged Regeneration on the beta with some mastery gear. Not even a lot of mastery gear, either. On live, the ability increases your regeneration by a flat 30%, but with the effects of mastery increasing every ability that depends on enrages to work, as you can see, ER becomes absolutely amazing. And it's not just healing: your enrage effects (Enrage itself, Death Wish) increase your damage by more, and even more amazing is what it does to Bloodrage.
In the same mastery gear (959 mastery rating from gear, 17% mastery) Bloodrage adds an incredible 54 rage on use and 27 rage over ten seconds. The power and utility of fury's mastery is quite simply far broader in scope than either the arms or protection masteries. Strikes of Opportunity is a chance to proc another swing, and yes, that chance can get pretty high, but it's still just another swing with an internal cooldown. Critical Block is, well, critical block. They're not bad, but compared to an ability that boosts just about every enrage effect a fury warrior can have (and combined with the spec's new focus on enrages) and you're looking at a mastery that simultaneously greatly increases fury's offensive power and survivability. It's actually easier for me to solo harder quests as fury than it is as prot right now on the beta.
With Great Alacrity
The interesting thing about the current rage generation system on the beta is that there's really only two ways to currently improve your rage generation. One is listed above. A fury warrior with a lot of mastery can effectively have a full rage bar every minute by stacking mastery and keeping Bloodrage on cooldown.
The other way, however, is to stack haste. Stack lots and lots of haste. Since critical hits no longer generate extra rage, the only way to increase your rage generation on the beta at this time (if you're not a fury warrior) is to swing faster. Since each swing generates a fixed amount of rage, only getting more swings will mean more rage generation. It's not really feasible (at least I haven't found it so) to go hog wild on haste and see what happens, although I suspect at the entry level of 81-85 gearing that trying to stack haste would be a crippling loss of DPS. Still, if you see haste rating on gear, you definitely shouldn't do what you might be tempted to do on live and disenchant or vendor it.
Right now in my tests, the high amount of mastery on 2h weapons makes Titan's Grip a more tempting talent choice than Single-Minded Fury, but one advantage SMF has is that the weapon speeds are usually 2.6 or lower anyway (you could even get rogue axes/swords for even faster swings). A SMF build that stacks haste isn't out of the realm of possibility, going for as much rage generation as it can get, but it will be a while before we have any geared 85's who can really take these competing specs out for a run. Right now, my prediction for fury is that TG will lead for a while purely due to the effects of mastery, but haste will become more and more attractive as we progress through raid tiers.
For arms (especially with its mastery proccing an extra swing) haste might actually end up being even stronger. With a less potent mastery, there may be less demand for the stat and thus more reason to stack haste earlier, especially with the universal use of generally big, slow 2h weapons for the arms playstyle.
I expect to see little if any interest in haste for protection, however. Between the effects of vengeance and their having more rage available from damage taken as well as attacking (even though that's been normalized as well) it seems to me that protection warriors will still look to the dodge/parry and hit/expertise duos for their primary stats.

Let's talk about glyphs
The debut of the new glyph system brought with it some interesting changes in the idea of how and why glyphs should effect your talents and abilities. We already linked to the post, but let's look over the important bits here.
Prime glyphs aren't going to be exciting in a "change up your rotation" style. We want primes to be unambiguous dps (etc.) increases so we figured they might as well be easy to understand rather than something so convoluted that everyone would just go to a fansite to see which 3 to pick.
The majors are more interesting, because they are either not dps increases at all, or dps increases in ways that are tricky to math out. We think players will debate and geek out more about which majors to use, and with the new glyph design, swapping them out once in awhile isn't very painful.
Minors are basically convenience or fun.
We don't want glyphs to change rotations. We feel that was a mistake in LK. Talents should affect your rotations, and glyphs should just provide a little bit of customization and power. We fixed some class problems with glyphs in LK, which was an easy solution to do at the time, but now is the time to undo all of that and let the classes stand on their own without the glyphs.
The majors are more interesting, because they are either not dps increases at all, or dps increases in ways that are tricky to math out. We think players will debate and geek out more about which majors to use, and with the new glyph design, swapping them out once in awhile isn't very painful.
Minors are basically convenience or fun.
We don't want glyphs to change rotations. We feel that was a mistake in LK. Talents should affect your rotations, and glyphs should just provide a little bit of customization and power. We fixed some class problems with glyphs in LK, which was an easy solution to do at the time, but now is the time to undo all of that and let the classes stand on their own without the glyphs.
What's really fascinating about this is that it really shifts glyphs away from the paradigm established by things like the Glyph of Whirlwind in the current iteration of the game. You can see above that the Glyph of Raging Blow reduces the cooldown on that ability, but Raging Blow is not a predictable, -- use it every eight seconds -- ability the way Whirlwind was. Since Raging Blow is only active during an enrage state, the glyph basically makes it easier to get more RB's off during that time, but it can't be said to be part of a rotation since RB is much more or a "it's lit up hit it now" ability.
What's even more important, however, than the design paradigm shift is the idea of being able to switch glyphs in between fights without having to carry a stack of them. Everyone currently tanking knows, for just one example, that certain glyphs work much better on trash pulls and others are superior for bosses. Now, you can learn all the glyphs beforehand and switch their configuration on the fly without a trip to the auction house or logging to your scribe and mailing yourself a few stacks. Once they're learned, you can switch them at will out of combat.
This combination of new glyph design goals and flexibility is of course a benefit to all classes, but any class that can perform two or more roles will find it extremely useful. Making prime glyphs unabashed, straightforward increases makes a lot of sense in that context. In essence, the depth of glyph choice is really going to be in the majors bracket. I'm looking forward to playing with it more.
Next week, either Warriors in Lore 2 or a look at how the arms and prot masteries could improve.
Filed under: Warrior, (Warrior) The Care and Feeding of Warriors, Cataclysm







Reader Comments (Page 1 of 2)
FrankBlack Sep 3rd 2010 4:15PM
Badass looking Gear! :)
Josin Sep 3rd 2010 4:20PM
Wonder what the odds are that they scale back the effectiveness on Mastery for Fury? It seems like they would hit the same issue they've had before, where they're reasonably powerful at low levels, but with high-end gear, they just go off the charts.
Imagine the scaling of a Fury warrior in Tier 12. Or Tier 13 gear... it'll be insane.
Also, I'd love to hear more about how Prot's playing in the Beta. How's Crit Block working out? How's the rage normalization? Is Heroic Leap doing the "massive" damage they claimed it would? Is Heroic Leap still in the game?
nephi84 Sep 3rd 2010 4:44PM
I don't think that will end up being a problem, since removing Heroic Strike from the next on swing our rotation still feels a little empty, in addition we will have to worry about hit in this expansion since with the wayHS is supposed to work we essentially wouldn't be able to ignore the white miss percentage by keeping every hit yellow with heroic strike spam. I think this should lend it self to a more scaled dps increase even if we are losing rage to being capped vice losing dps to being rage starved. In addition to the removal of arp I think this is going to be hard to measure the true effect until we can start metering the bet
Richard Sep 3rd 2010 4:51PM
Holy crap, batman! Seeing that Enraged Regenration almost made me reroll my prot paladin! But then I realized it was only for fury warriors. :*( If protection had that kind of self healing, I'd be on the warrior bandwagon yesterday!
Still, taking down a fury warrior will be insane. They'll be healing a ton with every Victory Rush proc, Bloodthirst, and now an ER that heals 85%? LOL. Fury PvP FTW!
Boobah Sep 3rd 2010 5:34PM
If it's that obvious that mastery is super uber cool l33t for fury, you can bet it's gonna get the nerf bat before launch. Mastery is supposed to be a stat you want, but it sounds like you'd take the hit/mastery piece from the last tier (when you're hit-capped without it) before using the crit/haste piece in the current tier.
And that's before they get around to the actual, serious, numbers and balancing pass.
At any rate, getting giddy over this is just a wee bit premature for anyone not actually getting to use it in the beta.
alpha5099 Sep 3rd 2010 5:40PM
That was my thinking too, that Major glyphs would be where we made our major decisions. In a lot of cases, there seems to be only a handful of compelling Prime choices per spec, which I doubt we'll be changing out to frequently, while Majors will probably get readjusted for almost every different encounter.
MusedMoose Sep 3rd 2010 7:34PM
I swear, Mr. Rossi, every single one of these columns makes me more and more impatient to start playing a warrior again come Cataclysm. :P
Aedilhild Sep 3rd 2010 10:28PM
Strikes of Opportunity (Arms' mastery) do not, repeat not, generate rage. Despite what the tooltip reads, in every build so far the ability has only functioned as a yellow hit, additionally listed in parses as "spell damage." No word on whether the "melee attacks" will ever cause white hits.
The other wrinkle is that Flurry responds to Crit, so Fury rage will, as presently designed, scale with that stat, too.
Sithril Sep 4th 2010 7:40AM
I'd like your take on Arms and Protections masteries.
Matthew Rossi Sep 4th 2010 1:31PM
They are not good enough.
Seriously, that's basically it. Fury is near perfect, Arms and Prot need work. I could write 1k words on each but it would be "not good enough" said more elaborately.
CastersR4BeeItches Sep 7th 2010 2:07PM
How come the damage received doesn't increase with mastery on death wish? Or like the time that Regeneration last isn't increased to even out the amount of healing from something more boom to something snap crackle pop?
Lemons Sep 4th 2010 8:20PM
Enraged Regeneration seems insanely OP. What happens when you're decked out in end-game mastery gear and you can regenerate 200% or 300% of your health over 10 seconds? That's just retarded even if it is on a 3 minute cooldown. You might as well name it "Lay on Hands 2.0".
Dr. Cynicism Sep 4th 2010 10:51PM
Overall, things are looking good. The glyph system looks to destroy crafters, but please users for sure :-) Getting eager to wield my warrior again come Cataclysm!
kebosangar Sep 5th 2010 4:32AM
Hey Matt, I love your warrior lore (srsly) but more info on prot will be nice :D
dan Sep 5th 2010 3:47PM
All the numbers being run at tankspot suggest that dps wise SMF has more oomph than TG.
Mayhew Sep 8th 2010 6:14PM
Titan's Grip seems flawed to me, currently. I haven't done thorough testing yet, but many times my white hits are twice as powerful as my special abilities. That just doesn't feel right at all. I don't know if there is a bug causing that to happen or what, but SMF feels more correct to me.
babylon_AD Sep 5th 2010 9:41PM
do you listen to dream theater? lol
vyziel Sep 7th 2010 12:19AM
I was just about to ask him the same thing :D
Mayhew Sep 8th 2010 6:11PM
I've leveled a warrior to 85 on the beta, and I've noticed something that I haven't seen mentioned anywhere yet. Execute damage seems to scale hugely with your total rage. I know that it is supposed to consume up to 30 rage if you have it, but I notice a significant damage increase when I use it with 100 rage over when I use it with 50 rage.
When I use it at minimum possible rage, it hits for about 700-1000 on lvl 84 mobs. However, when I use it with 100 rage, it hits for about 5400-6000 and crits for far more.
Has anybody else noticed this? Did I just miss the memo, or is it bugged? It's a great ability at full rage, but a horrible choice at low rage, currently.
Mayhew Sep 8th 2010 6:12PM
Oh, and when I use it at ~50 rage, it seems to hit for 2500-3000 damage.