The Care and Feeding of Warriors: Six years of trends

OK, first up: I have been playing a warrior and writing this warrior column for quite some time now. So while this week's savage, astonishing ravaging of the warrior class wasn't something I haven't seen before, I feel pretty confident in saying that yes, it was really jarring. Not jarring like a friend braking a little too hard while driving because she was totally checking out that person's butt and missed the light change. Jarring like a friend driving into a concrete abutment at 95 miles an hour seems more apt. The whole epic saga of metagem changes didn't help anything, either.
Still, we can't say we were surprised, can we? I wrote a post that mentioned it a while back, but it bears repeating in this calm after our collective jubblies have been kicked right in that we were kind of nuts for a while there. It was not uncommon for arms warriors to lead the DPS and fury warriors to do more DPS than everyone else combined on some 5-man fights. Frankly, even with these changes, fury is still capable of decent numbers. (Not great, not what I would say they should be, but good enough for now.) Arms was the more hard hit, of course, as it always seems to be. I'll also admit to disappointment that the whole rage redesign didn't remove from us the constant buff-nerf cycle we've been living with for six years now.
Frankly, though, there was never going to be a good way to drop this particular hammer on our toes. Yes, you have a little more than nine days or so to go in Wrath, and you're going to have to endure it weaker than you were. But after a while, you get used to this constant cycle if you play a warrior. We should still be able to tank and DPS our way through the new content, although expect prot to see some buffs a couple of months after release. Right now, though, we're in lockdown mode, waiting for the new content. This is nothing new. This is how it was before BC and before Wrath.
So let's talk about what those expansions have taught us we can expect going forward.
Expect fluctuations during the first tier of raiding
If this expansion is anything like the others, there's going to be at least one tanking class that lags way behind the others in the first push through heroic instances and into raiding. It may be us, or it may be one of the others; it's not important which class it is, but rather what effect it will have on us when Blizzard attempts to adjust tanking to bring classes in line.
Interestingly, Cataclysm has already seen adjustments of this kind before it has even released. There will be more of them. What usually happens is either a class that is seen to be outperforming others will be reduced to their level, or one that is lagging very far behind will be brought up to par. In this situation, it's bad to be very far ahead but also bad to have been behind the whole time, because perception trumps reality. If people come to believe (based on a mechanical disadvantage) that X class can't tank as well as Y and Z, they're more likely to sabotage runs consciously or subconsciously by complaining, making bad assumptions or just plain dropping group. In this particular case, I expect warriors to be a fairly middle-of-the-road tanking class, and so I don't expect us to undergo this particular issue, but it bears watching.
With the amount of fiddling abilities like Shield Slam have undergone to keep them from benefiting too strongly from Vengeance, I'm not fully confident that warriors won't come out of the gate somewhat weak as tanks. However, since all four tanking classes have been redesigned to some extent, I do expect other tanks to have similar issues. In essence, we won't be any worse off than those other guys, which ultimately benefits us.
DPS is going to be low for a while, and again, the culprit will be gear. Arms will be easier to gear for than fury, but yet again arms will be clearly behind fury DPS the first tier of raiding. The buff-nerf cycle will continue (as the past month has made clear), but the new systems should at least make the eventual buffs easier to apply and the eventual nerfs easier to predict. Once fury warriors close in on anything close to enough hit, our DPS will increase as normalization still means we need to get white hits to get rage to use. Hit and haste will be stronger in the first tier of Cataclysm than they have been for warriors in quite some time, and we probably won't be able to cap on hit until the next tier is released. (As of yet, I don't know if it's still planned for next tiers of raiding to require more hit, but if it does work out that way, hit will always be a fury warrior's best friend.)
You are still gear-dependent
Rage normalization wasn't intended to remove gear dependency so much as to make it linear rather than semi-exponential. What fueled the engine of warrior power fluctuation before was the fact that an undergeared warrior easily rage starved because not only did he or she hit infrequently, but his or her hits generated little rage due to the way rage was generated (the more damage you dealt, the more rage you had). Now, while undergeared warriors (you know, people in quest greens, alts who never get a chance to raid or who rolled halfway through an expansion) will still generate less rage than fully geared ones with the proper amount of hit and expertise, at least when they do hit, they will generate a dependable amount of rage allowing them to do something.
This does not mean you will not get more powerful with gear, nor does it mean that rage won't scale with gear. Hopefully, what it means is that warriors will scale predictably with gear and rage won't become effectively infinite, making it difficult to design around. This does mean we need to spend some time actually considering our rage and how to most wisely spend it, a habit many of us have gotten out of and will need to resume. Expect to feel fairly constrained for a while, especially as ratings decay makes older gear obsolete and you're upgrading in instances and heroics.
Protection is still going to be the king of leveling specs
You may never set foot in an instance and still go from 80 to 85 as a prot warrior. I'm not entirely sure why you wouldn't run instances, but protection will continue to be a very strong leveling spec coming off of its Wrath of the Lich King high. While the DPS specs will certainly work for leveling, both have seen adjustments to their relative power and auxiliary abilities (especially fury, which has lost a lot of self-healing) that will make protection really stand out as the survivability leader.
The addition of Vengeance to all tanking specs means that protection will also have a means to pull a lot of mobs, stay alive, and steadily ramp up its damage in a way it has never seen before. Since protection was already the king of multiple-mob chain pulling, this makes it ideal for questing out in the world. And with tanks most likely going to see a certain drop in popularity with the changes to tanking and the switch from being in end of expansion gear to beginning of expansion gear, those of us who tough it out and keep tanking will have a much easier time queueing for dungeons.
I expect arms' popularity in PvP to be challenged. The drop to a 10 percent MS debuff makes it effectively meaningless with health pools approaching 130k at level 85 and the new triage healing mentality. Arms mobility won't be much greater than fury (and no greater at all than protection), and while Throwdown is a lovely ability, it's not going to make up for arms' inability to really close the deal damage wise for the first few months of the expansion. Protection, at least, is going to be a very popular PvP spec, with its innate critical strike reduction, high mobility, stuns and cooldowns. Fury may be popular if it can bring enough mobility and its damage output is high enough, since arms will no longer have a "killer app," so to speak. With the rise of rated BGs, I expect to see some variation in what specs get used in PvP.
Enjoy the next week or so off from things. On Dec. 7, you get to start the treadmill again. Oh, and it's also my birthday. You can get me something nice.
Filed under: Warrior, Analysis / Opinion, The Burning Crusade, (Warrior) The Care and Feeding of Warriors, Wrath of the Lich King, Cataclysm
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Reader Comments (Page 3 of 3)
Vogie Nov 28th 2010 2:49PM
Ironically, in the past few months, you only get instaQs as max-level tanks.
So many people have been rolling healers and tanks, that DPS are getting instaQs.
accipeter Nov 28th 2010 6:12AM
I don't get it.
So the Hordies laugh, one-shot him, and trample him flat as a pancake on their way to the keep. What's the point?
Dumb apocryphal story is dumb.
accipeter Nov 28th 2010 6:16AM
Sigh...meant for rkaliski, of course.
Dumb comments system is dumb.
catinglassez Nov 28th 2010 6:28AM
If you have to ask, you aren't a warrior(even if you try to play one).
uncaringbear Nov 28th 2010 7:29AM
"I don't get warriors."
Fixed that for you!
Tabasa Nov 28th 2010 9:13AM
I don't mean to come off as cynical, but correct me if I'm mistaken here.
What I'm hearing here is that Arms will still be considerably behind Fury in DPS once geared, it's lost it's PvP edge, and it's not going to be a preferred leveling spec.
Is there anything Arms is really "for" anymore, then? I love the spec, but I'm slightly frustrated that it appears to have no place in the game at the moment where it will be taken all that seriously at endgame.
badasswarrior Nov 29th 2010 11:27AM
the sounds! the new sounds of my abilities are horrible. they make me feel like my ears are getting raped!
Sleutel Nov 28th 2010 9:57AM
On the subject of Prot for leveling: has anybody run the numbers on exactly how fast Vengeance decays?
I generally have neither the time nor inclination to keep checking my stacks while raiding, but it's been my impression that it falls of really, really quickly (possibly as soon as you leave combat). That would mean it would have less of an impact while you're leveling, unless you could manage to literally keep chain pulling, getting a new mob before the previous one was killed. Even one gap would mean starting your stacks all over again.
And avoidance is going to be biting you in the ass, here, too--I have very solid Prot gear (mostly 277s), and outside of instances I don't take much damage at all, which means it takes forever for Vengeance to stack to a useful level.
TJC Nov 30th 2010 4:46PM
I dont have exact numbers and mine are from a Paladin as I have taken advantage of new quests to level that paladin I said I was gonna level for 3 years but Vengeance decays at my best guess every 5 seconds. If you arent being hit that second you are not keeping it up.
Sleutel Nov 30th 2010 6:15PM
@TJC: It's much faster that that. Mouseover your buff--you'll see it constantly dropping if you're not getting hit. (You have to pop your cursor on and off to see the change, or the number will look constant.)
QQinsider Nov 28th 2010 10:01AM
"I'll also admit to disappointment that the whole rage redesign didn't remove from us the constant buff-nerf cycle we've been living with for six years now."
"But after a while, you get used to this constant cycle if you play a warrior."
Or hunter. Or paladin. Or mage. Or...well, any class.
HeroJéz Nov 28th 2010 6:21PM
The single biggest mistake Blizzard made with warriors was to have their power be inconsistent. For Rogues, Energy is either guaranteed at 100% regen or BETTER with talents like VW or that Off-hand Combat one. Mana depletes so slowly that it really doesn't matter second to second. And runes are either 100% return or extra depending on Death Rune-procs, etc. Rage is fine when you have plenty, because you can use your moves, but it just doesn't make sense for range to be any more than a ramp up.
Consider a normal fight.. Rogues have to stack poisons, Rets have to stack vengeance, DKs have to stack diseases and Enhancement has to stack Searing-stacks (and Maelstrom). Warriors have to stack Deep Wounds IF THAT, but as long as Sunder is up they're off. So Effectively Generating rage at the start of a fight (for Fury more, perhaps) is their ramp up.
On top of this ramp up, our abilities STILL have cooldowns. Whirlwind, BT, RB, CSmash, HS/CLV. So why not have rage be something that is almost always up at 80%+. We'll be balanced around 80-100 rage and we can use our abilities when they're off cooldown like eeeeeveryone else? The fight lags, our rage drops and we have that 'ramp up' again before we can afford to go all out. Switching targets could even be a strong point for Warriors?
Playing a Warrior from 0-85 should be just as fun as playing a Fire Mage, Enhancement Shaman or a Hunter. No better, no worse. Generating rage shouldn't be a split-second balancing act because it's just not fun to try and do that instead of experience the encounter, press tou buttons, move for oozes, slimes or even from the Magmar's firewalls!
I honestly think Prot warriors looks AWESOME for Cata. Warbringer and SnB are as fun as ever; Spell Reflection is awesome, and they have some great situational stuff like Heroic Leap and two DPS stances for Recklessness and Retaliation. It's just a shame that so much time is spent checking a greatly fluctuating rage bar instead of actually pressing buttons and having fun. Perhaps more seasoned warriors enjoy rage management on a split-second level... or they are just so seasoned that they know their rage-amounts before the games does! I don't speak for everyone.. this is just an opinion.
Marvelous Nov 29th 2010 12:09PM
Prot right now needs to have one specific playstyle adjustment made. When they designed blood and thunder they intended tanks to run it, but more importantly, they intended us to use rend early and spread it around via thunder clap. The problem is that there are too many global cooldowns between charge, rend, thunderclap, shockwave, and the patience of dps simply doesn't understand why it takes that long to get a move on. So I would suggest a simple change to "fix" it--give us a glyph of charge or glyph of rend that makes rend APPLY UPON CHARGING. This would be a huge quality of life benefit. Honestly, without it, I rarely use rend, and I don't think the designers wanted rend to be a throw-away talent.
I have thoughts on fury but they are unspeakable here.
As far as arms, it's really fun right now, but yeah, lacking in competitiveness of dps by about 17%.