The Care and Feeding of Warriors: How will mastery affect warriors?

Right now, I expect to take the ramp-up from 80 to 85 and raiding more slowly than I did in Wrath. For one thing, I've decided to try and level two warriors to 85 at the same time on the same server so that I have two 85 warriors ready to start raiding at the same time for purposes of having the same option available for separate meta-lockouts. (I've coined that term for the way the new lockout system works per boss, since once you do a heroic boss, things change significantly.) Another reason is that I'm starting over on a new server with a new guild, and that's always scary. My old guild was awesome, but they wanted to change servers and factions; while I'm OK with a server jump, I don't want to change my main warrior so drastically.
However, another reason I expect to take things a little slower is to give myself time to really play with the new mechanics of the class. One of those new mechanics, besides rage normalization, new talents and abilities, and a revamped leveling approach, is the introduction to the mastery stat on gear. So far, in order to get mastery on live, you have to reforge gear to it. But Cataclysm itself will bring mastery into a full implementation with the stat available via gems, enchants and gear.
So I'm going to take a look at the stats each spec will be looking for, how mastery fits into them, and how the stat changes the playing field (or does not).
Strikes of Opportunity
Like all three specs, arms uses the mastery stat in a specific way.(This is of course true for all classes, but I'm not writing The Care and Feeding of Warriors and Those Other, Lesser Classes Like Hunters, now, am I?) Strikes of Opportunity, the arms mastery, is a surprisingly strong one from my own experience playing with it on live. It's basically a revised version of the old Sword Specialization benefit that we've been playing with in one form or another for years now. I used to run around with an Arcanite Champion in BGs because of the double combination of Sword Specialization and the human sword racial. Keep in mind this was back in vanilla, when everyone and his brother was using an Arcanite Reaper instead.
Unlike Sword Specialization, Strikes of Opportunity works with any weapon and increases in chance to proc an extra attack with more mastery. This is going to make mastery an attractive stat for arms warriors even while they level, for the same reason that even BWL/AQ-40-geared warriors were running Blackrock Depths constantly for the Hand of Justice. Even with an internal cooldown in Strikes so it can't proc off of the extra swing it creates, it's a very strong mastery. At present, it appears that it will be an extra swing for 100 percent damage in Cataclysm itself, which will make it even more attractive.
This means that of the offensive stats for an arms warrior -- strength, critical strike rating, hit rating, expertise rating and mastery -- two have reasonably low and predictable caps that won't reward you past a certain point. This means arms warriors will be stacking strength, crit and mastery. So even if crit ultimately has more oomph than mastery does, you will only be able to find so much of it, and mastery will become one of your priority stats simply due to the fact that you can't cap out on it like you can on hit and expertise.
Unshackled Fury
One of the things I find very attractive about mastery as a stat is how it tailors to each spec's feel. Granted, this is somewhat of a flavor/RP thing, but I didn't roll a warrior to play a diseaseless death knight or diet paladin, so anything that creates a feeling of distinctness is good. Unshackled Fury works by enhancing the enrages that are so pivotal to the new fury design, working both on abilities that require you to be in an enraged state to use them (such as Raging Blow) but also boosting effects that cause an enrage (like Death Wish or Enrage).

A fury warrior now needs about 27 percent hit (over 700 hit rating at level 80 and significantly more at 85) to hit a raid boss. This means that hit is going to be a pretty heavy priority for a fury warrior, so much so that it will have to be prioritized over things like crit, expertise and mastery. If you can't hit, you don't generate rage; if you don't generate rage, you can't do anything. All the boosted enrage effects in the world simply don't matter if you're constantly whiffing with your weapon swings. Once you've achieved 27 percent hit (which the lovely new character pane will tell you; no more having to sit down with a calculator to work out the ratings), you can then start worrying about things like crit and mastery.
So we have a situation where, while the expertise softcap (or expertise target, if you hate it when people call something a "cap" when it actually isn't, and I know some of you do) won't be that much more onerous for fury than for arms, the hit cap absolutely will be fairly punishing to reach. This means that despite the broad and interesting implications of the fury mastery, it will definitely not be the first stat you work to stack and probably not even the second.
Critical Block
So far we've talked about the two DPS specs, who look to the same stats in different configurations. But generally speaking, a protection warrior isn't looking for the crit/hit/expertise/mastery grouping of arms and fury. No, prot warriors actually need to balance offensive stats (hit and expertise) with defensive stats (armor, dodge and parry) in Cataclysm. We no longer have any sort of easily capped stat to tell us when we're uncrittable, as Gregg Reese wrote this week in the paladin column (it may be about paladins, but it holds true for warrior tanks, as well), which means that warrior tanks now need to balance those offensive and defensive stats with no real target in mind for defensive ones.
Mastery interacts interestingly here because unlike the paladin mastery, Critical Block means we're not as likely to block an attack, but when we do block, we're more likely to block for more. This means that warrior tanks will be less able to stack up block percentage but will have a chance to block for double the amount (60 percent rather than 30 percent).

The question becomes is this better than armor, dodge or parry? At present, warrior tanks have no stats to help against magical damage other than raw stamina or cooldowns. Most magical damage in raids is completely unaffected by Spell Reflection, to the point where it's actually better used on trash pulls for initial aggro rather than as a survivability button. This leaves us with four stats that avoid or mitigate physical damage.
Armor is, as it has always been, a straightforward mitigation tool, reducing a percentage of incoming physical damage. Dodge and parry are avoidance; when you get a dodge or a parry, you take no damage from the attack that was parried or dodged. Block and Critical Block still exist in a shadowy netherworld in which the stat acts like an avoidance stat (it has a percentage and does or does not happen) and also like a mitigation (shears 30 percent or 60 percent of the damage off of an attack). This means that in essence, block functions like armor that may or may not work for any particular attack.
When combined with the greatly reduced Shield Block in Cataclysm, you end up with stat that just has too much going on for me to really enjoy it. Mastery for tanks is basically saying, "Here's a stat that will allow you to gamble on whether or not you'll get to gamble on how much damage you don't take." While there's a certain element of such gambling already present in any stat, it's like rolling the dice, winning the roll, and rather than getting the rewards, being told now you get to roll on how much of the reward you'll actually get. With armor providing a clear, measurable and not at all streaky way to directly mitigate physical damage, and with dodge and parry both providing a gamble similar to block with a guaranteed payout, critical block just doesn't seem as much fun to me. I'd really like to see the mastery give some offense along with its defense, perhaps buffing Heavy Repercussions or giving a flat boost to Shield Slam damage.
In the end, it's not that Critical Block is a bad mastery. It's inventive and well engineered; it just seems to do the same work armor, dodge and parry already do. With threat generation and management becoming more important in Cataclysm, I'd like to see our tanking mastery do double duty.
In the end, I'd say that all three masteries are well engineered for what they are intended to do. Time will tell if mastery becomes the must-have stat for all specs or if it ends up always pulling up the rear.
Filed under: Warrior, (Warrior) The Care and Feeding of Warriors






Reader Comments (Page 1 of 3)
PKthe13thvah Nov 12th 2010 1:13PM
I'd like to see Critical Block be changed to "Shield Mastery," that acts like Unshackled Rage in that it increases the effectiveness of all shield-based abilities and talents in addition to boosting block change and block amount. That means it would boost Shield Slam, Shield Bash, Shield Block, Spell Reflection, and something else I'm sure I'm forgetting.
razion Nov 12th 2010 1:22PM
Shield Wall. :)
PKthe13thvah Nov 12th 2010 1:29PM
Yyyyup, there it is.
I hate this comment system.
Elmouth Nov 12th 2010 6:59PM
I love most of your articles Matt, but I'm sorry you got the crit block part mostly wrong this time.
If you had done your research you would know that the prot warrior mastery currently is the best tank mastery there is, it also beats both dodge & parry as a defensive stat once you've gone trough the maths with parry coming slightly on top of dodge.
All that info's been available for quite a while now as well, there was even a thread about this a few weeks ago on the WoW warrior forums (I know the WoW forums are usually a terrible place for advice, but this guy actually did a very nice job at theorycrafting).
While blocking only gets 30% (and possibly 60%) less damage on attacks, it does help make the incoming damage less spiky than a full dodge or parry would, making the healer's job more linear and I'm pretty sure thats what the devs were going for with cataclysm.
"Mastery interacts interestingly here because unlike the paladin mastery, Critical Block means we're not as likely to block an attack, but when we do block, we're more likely to block for more."
It does give you an added block %, not sure why you would say it doesn't, its the first thing on the tooltip. You seem to have ignored the whole point of the mastery, it increases the block chance as well as giving you a % chance to block for more.
Now I'm pretty sure I'm gonna get gray'd out by fanboys, but I think it was important to point out.
Mayhew Nov 13th 2010 1:53PM
@Elmouth
I believe you are wrong in your criticism of Mr. Rossi's statement about warrior mastery vs. paladin mastery. Here is the quote you mentioned:
"Mastery interacts interestingly here because unlike the paladin mastery, Critical Block means we're not as likely to block an attack, but when we do block, we're more likely to block for more."
It looks like you were interpreting the quote as being solely about warrior mastery. However, I believe that it is meant to be about contrasting warrior mastery with paladin mastery.
If you look at warrior protection mastery, it provides an extra 10% chance to block and increases your chance to block by 1.25% per point of mastery. Paladin protection mastery, on the other hand, increases your chance to block by 16%, and increases it by another 2% per point of mastery.
Therefore, when interpreted as a contrast between warrior protection mastery and paladin protection mastery, Mr. Rossi's statement in that respect is exactly right.
I don't consider myself a fanboy, and I haven't down-voted you since some of your other information was good, but I really think you should double check your interpretation of other people's statements before calling them out like that.
Josin Nov 12th 2010 1:17PM
"but I'm not writing The Care and Feeding of Warriors and Those Other, Lesser Classes Like Hunters, now, am I?"
Can we vote to have the column renamed to this? Even if you never cover any other classes, this would be an awesome title.
Josin Nov 12th 2010 1:20PM
Also, I'd LOVE to see Mastery affect tank offense, and thus threat generation, but I can't imagine a scenario where Blizzard would give us a single stat to stack that would boost Shield Slam damage. Especially not after the PvP outrage that it generated with high block-stacking prot warriors blowing all their cooldowns for big shield slam crits.
Crazyates Nov 12th 2010 1:19PM
"This means that of the offensive stats for an arms warrior -- strength, critical strike rating, hit rating, expertise rating and mastery"
How well does Haste work into this equation? esp with our mastery proc-ing from auto-attacks?
rojslade Nov 12th 2010 1:58PM
Yeah, kinda odd that it wasn't mentioned at all how Haste fits as a stat for both dps specs, good or bad.
Matthew Rossi Nov 12th 2010 3:10PM
Either it's because I'm that used to ignoring haste and will need to readjust my thinking more, or because I'm going to do a separate column on haste, or both. It can be two things.
Natsumi Nov 12th 2010 3:51PM
Because Haste is such a gods awful stat for Arms Warriors it doesn't even deserve mention.
Crazyates Nov 12th 2010 3:58PM
@Matthew Lets hope its the second one :D
@Natsumi I'd imagine Haste would work well with the Arms Mastery. Hence, why I asked.
thebitterfig Nov 12th 2010 4:19PM
Some amount of haste will be vital. Generally, we won't be able to generate enough rage for all our abilities without haste, from both gear and the 10% melee haste raid buff. Like most stats, it plays well with others - obviously synergy with crit, but also with mastery as it increases uptime for Enrage for fury warriors, it increases the number of Strikes of Opportunity an Arms warrior gets. The interactions are actually pretty involved, with more haste leading to more Colossus Smash uptime, but negatively effecting Slam (since 0.5 seconds of lost attack time constitutes a larger amount of white damage).
However, once we have some sufficient amount of rage (not quite a hard-cap on rage), it's pretty clearly the worst stat for warriors. It'll only benefit white swings (and Strikes of Opportunity), so probably only 25% of the damage of a rage-capped warrior.
The caveat, the big caveat, is that the exact amount of haste needed to ragecap is uncertain, considering that raid damage contribute rage, and much debate rolls on about the best ratio of haste to crit/mastery. Once Inner Fury shows up, it'll be practically impossible to rage cap, but even then, it won't necessarily be the biggest dps increase on a per-point basis. My fury warrior seems to be having good results keeping mastery at baseline and having twice as much crit as haste, while maintaining hit/expertise cap, but that's just anecdotal. I can't definitively say that my 20% haste, 40% crit is any better or worse than 15% haste, 44% crit or 25% haste, 36% crit.
Natsumi Nov 12th 2010 4:26PM
The reason it's so bad for Arms is that Slam holds the swing timer, making Haste much worse than you'd think. Let's say you use Slam as your Rage dump (as we are expected to, confirmed by the big Crab) after stacking a bunch of haste to get more Auto Attacks in. Your weapon speed is now a crazy 2.0 (down from a 3.5, super haste stacking FTW). If you hit Slam your swing is now 2.5 (.5sec cast added for each Slam). That means that you just wasted .5 seconds worth of Haste.
Mastery on the other hand is never devalued by Slam. Something to note here is the misconception that SoO only procs off auto attacks, it procs off any MELEE attack. As all but 3 of our attacks are melee (Heroic Throw, Shattering Throw, and Thunderclap) it can (and does) proc from Slam and other attacks, so throwing that extra Slam in there doesn't devalue the stat, in increases it instead.
Now, there is a third group of Arms Warriors out there and they say, "To hell with Slam, I'm using Heroic Strike instead!" They are reporting that HS gives better DPR and DPS than Slam does on live and on the beta. These Warriors may find Haste much more valuable than normal, as Slam isn't messing with their swing timer and the extra attack speed brings the rage in faster. HOWEVER, GC himself put out a statement on the Forums that pretty much says if Arms is choosing HS over Slam then we may need to buff one or nerf the other (link at bottom of post). I haven't tried this out but then again my guild hasn't raided ICC since 4.0 hit. This would be the only way that Haste would be a good stat for Arms unless they remove the Swing Pause from Slam.
As for stats, after the hit and expertise caps are reached, crit should be around 30% unbuffed then stack strength and mastery. Avoid Haste if you can, and Reforge Haste to useful stats, like Mastery or Crit, if you can't.
http://blue.mmo-champion.com/topic/130295/arms-rage-concerns-pve
Pyromelter Nov 12th 2010 7:21PM
Regarding slam: I'm not sure how it is on the beta, but for fury, this has what has been getting the best results for me:
Priorty BT->HS->RB-> if all are on CD and you have bloodsurge, then Slam above 20%
Priority below 20%: Execute, nothing else (more dps and dpr than all other warrior abilities, for me at least)
Slam isn't worth the rage cost at any point in the fight, for fury anyway. Also, the prot talent that makes your 2nd heroic strike an automatic crit does 2 things:
1. It devalues the level of crit (see: elemental shaman auto crit mechanic)
2. It devalues any other rage dump (see: slam, still hitting like a wet noodle), unless your other rage dumps hit way harder than HS (see: Execute, finally worth using below 20%, but possibly overpowered).
Frankly I don't care if slam is removed from the fury rotation; I think blizzard probably will buff it because why else have a talent to make it instant? Maybe a good way would be to have slam be free with bloodsurge proc (if they don't want to up the damage), because as it is right now, it seems dps would be better to just wait an extra second for HS to come off cooldown and hit that.
taking a look at some top 10 logs from saurfang, I see top fury warriors hitting slam about 2-5 times during the encounter (likely in the few times when BT, RB, and HS are all on CD), and not even close to using all of their Bloodsurge procs. They were all spamming execute under 20% too (13-18 executes), checked the logs on that, only Execute below 20% for the logs I viewed for some of the top 10 fury dps'ers on Saurfang.
Mayhew Nov 13th 2010 2:06PM
@Pyromelter
Bloodsurge procs a free Slam on beta now, so I think that that should solve this problem nicely. :)
http://cata.wowhead.com/spell=46915
razion Nov 12th 2010 1:21PM
I find I like the idea of mastery conceptually--I just don't want them accidentally making it into a system where I have to hit an absurd cap. I just want a simple: "more mastery gives more power" and then: "It has a certain desirability to a point, then teeters a bit, and lines off the graph".
Also, that tier 11 is looking a lot more appealing, suddenly.
Cromlech Nov 12th 2010 1:37PM
Everything looks more appealing when it isn't adorning a human male.
Natsumi Nov 12th 2010 3:53PM
That's why MMO-Champ lets you look at Human Female too :D
PKthe13thvah Nov 12th 2010 1:25PM
yyyyyyyup, there it is. :P