The Care and Feeding of Warriors: Patch 4.0.1 is a good thing

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.
Well, we know patch 4.0.1 will be upon us soon. When it comes, there will be that tendency to panic. It's understandable, as this is a huge departure for every class. We warriors are as subject to change as anyone else. But my trademark cautious optimism tells me that it won't be as bad as you might think. For starters, you'll still be a warrior and thus, the best class ever conceived (which goes without saying, really; that's why I typed it, so I didn't have to say it). Some bullet points from my experience on the beta:
Well, we know patch 4.0.1 will be upon us soon. When it comes, there will be that tendency to panic. It's understandable, as this is a huge departure for every class. We warriors are as subject to change as anyone else. But my trademark cautious optimism tells me that it won't be as bad as you might think. For starters, you'll still be a warrior and thus, the best class ever conceived (which goes without saying, really; that's why I typed it, so I didn't have to say it). Some bullet points from my experience on the beta:
- Arms warriors will be unhappy to see Mortal Strike's debuff decrease, but the rotation remains interesting with just enough complexity to reward smart play. In general, it should be viable even for raiding (yes, I said "viable for raiding").
- Fury warriors who like one-handed weapons will love Single-Minded Fury. I took it out for a long test run through Hyjal and Deepholm on my worgen last night, and it holds up. It might be slightly behind TG right now; I couldn't get Skada to capture any data, but it didn't feel like it was at all. If, like me, you love fist weapons, then it's happydance time. In general, fury is inevitably going to see lower damage due to rage normalization and the changes to Heroic Strike/Cleave/Whirlwind, but Raging Blow does a lot to make up for those changes. Numbers aside, the new enrage mechanic is pretty interesting for fury.
- Assuming the current weird threat issues on the beta are solved by the time 4.0.1 is released (keep in mind that there hasn't been a damage pass yet), then the biggest problem facing protection warriors will be that it's a ridiculously solid tree filled with so many good talents that you might not even want to spend any elsewhere. Frankly, I'm thankful Safeguard is still bad. At least that's two points I know I can spend somewhere else.

Embrace change
One of the reasons for my being optimistic about 4.0.1 is that Blizzard is definitely not done with the damage pass.
Quote:
here I was thinking it was because the damage pass hadn't happened yet, afterall some specs are still hitting like wet noodles (mine). Please say the damage pass hasn't happened!blah blah blah
here I was thinking it was because the damage pass hadn't happened yet, afterall some specs are still hitting like wet noodles (mine). Please say the damage pass hasn't happened!blah blah blah
It hasn't. Off the top of my head, Fury warriors and Feral druid damage seems low. BM hunter damage seems high. There are probably others. You'll start to see more number tweaks over time, especially as more players get to 85 on the beta that we can compare to our internal testing.
Furthermore, a lot of issues people are having on the beta are due to decaying combat ratings as you level. Things like dodge, parry, crit, hit, expertise, etc. all decay every time you gain a level, requiring escalating levels to gain the same amount of actual percentage. So if you have 35 percent crit at level 80, you can easily drop to 27 percent at 81, then 22 percent at 82.
This is a non-issue for us when 4.0.1 drops, because we won't be leveling up. Your ratings won't decay. So if you have gobs of avoidance now, you should still have gobs of avoidance come the patch. Your hit and expertise caps will be the same (except that a lot of us fury warriors are going to find hit rating a lot more attractive, since the bug that allowed our off-hand strikes to use the Heroic Strike miss rate will be gone). So performance in your chosen role will see some changes (if you're gemming ArP and you don't want a massive amount of crit come the patch, you may want to start looking at collecting strength gems), but the floor is not going to drop out from under you.
If anything, arms will gain a much-needed interrupt and some fun tricks; fury may see more PvP viability with the greatly improved Blood Craze; and protection warriors will be scratching their heads at an abundance of good talents.
Why 4.0.1 will be a good thing
Yes, there will be adjustments. Currently, on the PTR and in the beta, damage for warriors is low and threat for warrior tanks is inconsistent. These are real issues, important issues, and I understand and sympathize with players who feel frustrated (well, warrior players, anyway -- screw those other classes). But ultimately, that issue is one that will be solved with the damage pass. (Admittedly, it may take a few passes, and nothing is ever perfect.) What's more important is the retuning of rage and redesigning of all three trees.
With the reduction in talent points, the revision of the talent trees to 31 points and the consequential concision of various talents as well as the reduction of stats like armor penetration and defense, warriors are finally entering a world where no tanking hybrid holds a clear, mechanical, designed superiority over any other. Why is that a good thing? Because, at long last, tanks will have to be compared based on what they can actually do instead of what they once did.
Frankly, the legacy of original endgame raiding has haunted the warrior class for a long time. Our original rage design ensured that we would always pay for our ultimate endgame superiority in best-in-slot gear by being horribly weak until we got it when we were damage dealers, and that any tanking shortfalls would always be answered with, "Warriors are fine; look how many fights are designed around them." The way it was became the way it has always been, enshrined in the minds of players who couldn't see past it, a sacred cow.
Patch 4.0.1 and Cataclysm are good because they will finally kill that cow. Everyone is getting a complete redesign. Everyone is seeing changes that will affect how they tank or DPS (or heal, but we don't do that, thank the maker), and while some classes will come out ahead at first and adjustments will need to be made, we know one thing: No class will be inherently favored by encounter design or legacy talents, and that means that no complaints of tank favoritism based on old mechanics can be levied against us anymore. Similarly, if warriors still manage to top damage meters with the new rage design, then no one can complain about the rage mechanic, because it's been adjusted. At last, when we win, they'll have to suck it up and accept that they were outplayed.
At present (and it could, of course, still change), rage is generated either through attacking, being hit (at normalized rates, so a swing always generates the same amount of rage and a percentage of your total health taken in damage always generates the same rage) or using Battle or Commanding Shout. This means that you'll hopefully see less rage starvation when leveling an undergeared warrior.
A host of improvements
A lot of improvements will come into the game with 4.0.1, including a very elegant and easy-to-use system telling you exactly when one of your proc-based abilities (Sudden Death, Bloodsurge, Sword and Board) is useable. Most of us use an addon for that functionality now, but it's fully baked into the UI in 4.0.1. Also, the character pane is greatly improved, with the ability to expand and contract at will and direct calculations for how much each combat rating converts to and how much you need to hit mobs within three levels of your current level.
With the changes to how talents and abilities are learned and the removal of the ranking system, you'll never have to go back to a trainer to get the latest rank of Battle Shout or what have you. You'll only get trained when you actually learn something new, and you'll see alternation between gaining a new talent point and gaining new abilities. It's a lot smoother. From experience, the new system is a lot more seamless for a leveling warrior; it took very little time to go from 1 to 70 with it.
In the end, pretty much everything bad you can say about patch 4.0.1 for warriors is based on a PTR and beta that have not been balanced yet. When those balancing passes are done, we can then decide to panic or not. Until then, what we have is a really fascinating, provocative and frankly much more well-designed set of trees than I expected going into this. It would not surprise me if by the time 4.0.1 drops, we actually have three trees viable for both PvP and PvE. Three viable trees for both! Imagine that for a moment. Aren't you glad you rolled the right class?
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 3)
Metatron Sep 17th 2010 1:10PM
I shore am.
Josin Sep 17th 2010 2:46PM
Never been more optimistic than I am right now after reading this. Thank you Mr. Rossi!
Hal Sep 17th 2010 1:16PM
Gah. I'd wanted to make a gnome warrior with the new starting areas coming, but now I don't know if I'll go TG or SMF . . . fist weapons ARE awesome!
(What, tanking, just so I can get a fast queue? Hadn't thought of it.)
Sleutel Sep 17th 2010 2:19PM
You'll have to level most of the way with one-handers, since you can't get TG until the bottom of your tree, which means you can't equip two 2H weapons before that 31-point talent.
abcyclops Sep 17th 2010 11:50PM
Yes, long live the joy of Fist Weapons. I can remember loving seeing the matching fist weapons when leveling in Borean Tundra...
And I already have my Abomination Knuckles ( http://www.wowhead.com/item=51003#comments ) for when my offspec changes from Arms to SMF Fury when 4.0.1/Cata comes out :D
Gamer am I Sep 17th 2010 1:18PM
Just a minor correction: the Bloodsurge link in the third-to-last paragraph currently links to Sudden Death.
Matthew Rossi Sep 17th 2010 1:42PM
Hopefully that should be fixed now.
Omega2 Sep 17th 2010 1:21PM
As someone who's tanked in the Alpha (nightmare!) and the Beta (slightly better), I'm -not- looking forward to tanking in 4.0.1. Even after the numbers pass, I'm sure our AoE... well, everybody's AoE, is going to be a shadow of its former self. There's going to be so much QQ, it's not even funny.
I'm still going to tank, though. Checking out how the Heroics feel like with a little less AoE and the talent changes is going to be fun.
Sithril Sep 17th 2010 2:14PM
... it was Blizzard intent and design to make AoE less effective than it is on Live now.
They have been saying it for the last two freeking years, you couldn't have missed that info.
omegatwo Sep 17th 2010 2:28PM
(If my comment ends up repeated, WTB a better comment system...)
-Of course- I didn't miss this info. I've been looking forward to it ever since they announced it!
I'm not the one who's going to be QQing. But you can bet there are going to be a lot of DPS out there shouting bloody murder about their AoEs being nerfed, and why they can't just focus-fire the wrong target and still never pull aggro (like they can do today). We'll have to explain that the little Skull on top of the mob the tank is wailing on doesn't mean that mob is poisonous and that they shouldn't get close to it. That's the QQ I was talking about.
Aedilhild Sep 17th 2010 2:28PM
Just because Blizzard's been very public about the change to threat and trash composition doesn't mean the implementation will actually change the Wrath playstyle.
The biggest problem I see is that most DPS haven't been chastened by a) focus-firing, b) showing initiative to crowd-control, or even c) giving tanks a chance to build aggro.
Healers can keep reckless DPS alive and group can continue, often resulting in tanks becoming a fifth wheel. I have fun nearly every time I tank on my live warrior. So far on the beta, I've merely been encouraged to give it another go. Handing over control to DPS is, so far, unrewarding.
Some tanks report less trouble over this than others; part of it is skill but most of it seems to be the presence or absence of currently overpowered classes and/or uncooperative players. My hope is that, in fact, the much-heralded "numbers pass" returns Thunder Clap and Cleave to effective stopgap tools. Accelerating Vengeance would go a long way to limit chaos, too.
My last point is that mechanics can require CC and planning without curtailing threat. Take a look at Ascendant Lord Obsidius — the answer is right there.
feniks9174 Sep 17th 2010 1:27PM
- "This means that you'll hopefully see less rage starvation when leveling an undergeared warrior"
Thank. God.
I have a level 43 Troll Warrior that is indefinitely parked simply because I'm constantly Rage starved. Granted, I'm sure I have some misplaced talent points and I'm sure I'm just plain doing something wrong, but I just couldn't bring myself to log in to play her anymore. Which is a shame because a TG warrior is the one spec I've been wanting to play since I started the game again almost 2 years ago.
Hih Sep 17th 2010 1:36PM
When I leveled up my warrior with the BoA axe, I really had no rage problems at all. I was almost constantly at max rage as long as I didn't stop for too long. Granted I wasn't using HS almost ever, but I was using just about everything else on CD.
Amaxe Sep 17th 2010 1:27PM
I haven't done warrior to max level since TBC (before the Netherwing were added in).
I'm looking forward to a worgen furry... er fury warrior.
Moobs Sep 17th 2010 1:28PM
With 4.01 coming, will you be doing a detailed over view for each tree and what warriors can expect, or need to get in their trees. I know that saying you need to get his or that is hard as it is always a choice, but getting a good idea of where to put my points when the change comes would be of great help at least to me.
The thought of spending time and Gold on trying different talent builds seems tedious to me as I get limited play time as it is.
CrimsonKing Sep 17th 2010 1:35PM
I second this idea. It would be nice to see some fully talented warrior builds that one could use to get an idea of how to set things up to get the maximum mileage out of our warriors.
Klerud Sep 17th 2010 8:26PM
Tooltips. They are your friend.
portague Sep 17th 2010 1:37PM
I plan on making a warrior worgen come cata and give tanking a try. I have done tanking on a paladin just did not care for it. The changes to warrior tanking seems more fun on them. The one thing I didnt like in wrath was dps not playing responsibly and getting killed and blaming tank and healer. So how much has tanking as a whole changed far as dps responsibility for there actions? Can we expect better team work at some point after launch? The changes seem like lvln as a tank will be more fun. So how is lvln as warrior tank in cata?
DragonFireKai Sep 17th 2010 1:36PM
Safegaurd is a talent with two purposes. One is PvP, by intervening a focus target, it's like casting pain supression. The second is off tanking on fights that require a CD rotation. It works especially well on the Lich King, taking 30% of the damage off Soul reaper, and absorbing the next melee hit too.
Matthew Rossi Sep 17th 2010 1:45PM
The ability is god awful. There's no reason to use an Intervene for Soul Reaper, just taunt trade the thing. I'll allow your PvP point, but it's too high in the prot tree for a 2 point investment for a 30% damage reduction on someone you intervene. If it cost a point and was in the first tier, I'd let up on it.