The Care and Feeding of Warriors: Testing 4.0.6 PTR changes

If you're wondering where your heroic dungeon gear guide is, it's been eaten by the PTR. Frankly, I've been running heroics as DPS and as a tank for about a week straight now, and I'm kind of bleary-eyed anyway, so looking at something aside from a long list of gear might just be the way to go. Above, you may see my draenei warrior just after successfully getting his hands on a new offhand weapon and zoning out of Grim Batol, whereupon Deathwing immediately set him on fire. I mean, I wasn't even done loading yet. Or you may see me, this morning, waking up to the news of the patch notes for the PTR. Take your pick, I suppose.
In an expansion that has already proven to be significantly melee-unfriendly (to put it mildly), today's notes make me a touch cranky. Some I understood the reasoning on; others I expected -- but they still didn't do much to make me feel like Cataclysm is going to stop dumping its particular form of love down on melee classes any time soon. So let's take a look at the coal Father Blizzmas is putting in our stockings, shall we? (Hey, I still have a tree up in my living room.)
One good change we should open up with.
Jewelcrafting
- Meta gems with the Chaotic and Relentless prefixes now have a requirement of 3 red gems.
- New meta gems have been added: Agile Shadowspirit Diamond (Agility/3% critical damage), Reverberating Shadowspirit Diamond (Strength/3% critical damage), and Burning Shadowspirit Diamond (Intellect/3% critical damage). These new recipes are unbound and can drop from any Cataclysm creature. The new meta gems have a requirement of 3 red gems equipped.
Interestingly, this isn't as good a change for a fury warrior as it is for an arms warrior. I can easily gem blue up the wazoo as fury right now and still never come close to the cap, but even so, eventually we'll be able to; when we do, a meta-gem requirement that simply asks for a certain amount of a certain color is to my eyes better than "more X than Y." I'm interested in that Reverberating Shadowspirit Diamond, of course, as I'm sure all strength-value melee are. But frankly, I'm disappointed that as yet there's no Thundering Shadowspirit. At least in my fury setup right now, I've been playing with haste procs like the Hurricane enchant, and I'm getting pretty solid single-target numbers off of it as well as smoothing out some of my rage generation. I can't recommend haste over hit or expertise in good conscience, but I am interested in tinkering more with it, at least for fury. It still seems like a hot, wet mess of nothing for arms so far.
Now let's talk about our talents and skills
Warriors
- Charge now shares diminishing returns with stun effects.
- Cleave damage has been reduced by 20%.
- Heroic Strike damage has been reduced by 20%.
Talent specializations
Arms
- Juggernaut no longer increases the cooldown on Charge, but instead increases the duration of the Charge stun by 2 seconds. In addition, Charge is usable in all stances, however, the talent now causes Charge and Intercept to share a cooldown.
- Lambs to the Slaughter Instead of granting 10/20/30% damage to the next Mortal Strike, Overpower, or Execute, it now grants a 10% buff to any Mortal Strike, Overpower, Slam, or Execute that stacks 1/2/3 times.
- War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.
The Lambs to the Slaughter change is aimed at PvP, forcing the damage bonus from MS to ramp up over time instead of letting a warrior charge in, MS, Overpower for big damage, MS again and basically keep Lambs up all the time for full power. I don't like this change, but why would I like a change aimed directly at decreasing warrior offensive power in PvP? Given the stated goal of reducing warrior burst, it should do exactly that.

However, for fury, both Raging Blow and Slam are dependent on a proc. Fury warriors are still going to put HS or Cleave in the rotation every time Bloodthirst is on cooldown and nothing else is proccing. There's simply no way around it. You're not going to sit there, hold onto rage and hope an ability will proc while Bloodthirst cools down; you're going to fill that 4-second hole with an ability. It's human nature to take the sure thing over the chance that in that 4 seconds, you'll get lucky on a proc, especially when you're constantly having to move in and out of various avoidable damage and may well waste the proc even if you get lucky and get one. Plus, with Incite, often Heroic Strike is invaluable for being able to force a flurry state, as seen in the screenshot above. I don't know about you, but 15% more crit on HS than Slam means I'm going to use HS over Slam when possible, and you're absolutely going to hit HS again after it's critted to keep Flurry going longer.
Meanwhile, for arms, Slam is still a cast time ability. While it keeps casting while moving now, if something moves out of range and you can't close the gap in time, that's damage you could have dealt instantly but didn't with an HS. With all the procs and bleeds and mobility to manage in PvP and the added dancing we have to do in PvE, arms warriors are not likely to surrender instant damage for cast times unless they're positive it will go off.
However, I do like War Academy a lot more for tanking now. It makes Impending Victory more interesting and gives more damage to Devastate, which should always be the bread and butter tanking strike.
Fury
- Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
Fury's single-target is so ridiculously hit-dependent now that it's going to be a very long time before it's balanced with other strength-based melee. It's not even that the damage is currently bad, because HS and Cleave were propping it up. With them nerfed, we'll start to slide back down the way we did before the infamous 4.0.1 fixes. Hopefully, things won't wobble that badly this time around.
Glyphs
- Glyph of Rapid Charge has been changed from a 7% reduction to Charge's cooldown, to 1 second off of the cooldown. This change is primarily to clarify the exact cooldown reduction this glyph provides.
In the end, the changes aren't major and suit the philosophy of the class redesign more than any real imbalance in class DPS. We weren't overpowered, but we're too bursty in the current "burst is no longer king" PvP mentality, and we're too dependent on HS and Cleave for the de-emphasized HS/Cleave design goal. Expect some drop in PvP efficiency and some loss of DPS until followup patches raise other numbers to compensate. The changes to Juggernaut are pretty interesting, however, and I'm excited to tank with the new War Academy.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 3)
Occamrazor Jan 8th 2011 4:21PM
Great article as usual, /vote Rossi for Warrior's Union Attorney. Btw, down here in Mexico we celebrate Dia de Reyes, you can use that as an exuse to leave your tree up longer.
Paulsperkons Jan 8th 2011 4:39PM
Hey, i also still have a tree in my living room!
Harvoc Jan 8th 2011 5:34PM
Same, but instead of my living room it's in the spot where our staircase curves as our tree is about 6 feet while our living room's ceiling is a bit less. We plan to take it down either today or tomorrow though.
scherbaddie Jan 9th 2011 7:05PM
Your living room ceiling is less than 6 feet? Who designed your house, Wilfred Fizzlebang?
RussGreene Jan 8th 2011 5:04PM
You can cast Slam while moving now?
Mind == Blown.
Natsumi Jan 8th 2011 7:45PM
They changed that months ago :p
Sleutel Jan 9th 2011 2:34AM
I finally noticed it last night during raid, when I went Fury for Val and Tal in Bastion of Twilight since the other tank's DPS gear wasn't gemmed yet. Hit Slam accidentally when I didn't have a Bloodsurge proc, immediately bumped a strafe key to cancel out of it, and... it... kept casting. Facepalm. Yeah, that's awesome, thanks Blizz.
Mayhew Jan 11th 2011 2:04PM
I really am not very fond of Slam's new behavior, as a fury warrior. Since I try to never use Slam except when Bloodsurge has procced, any time I cast Slam with a cast bar is because I made a mistake. It used to be that I could very easily repair this mistake by moving ever-so-slightly. Now, though, I have to have the presence of mind to hit execute quickly and then immediately hit whatever button I intended to hit in the first place. The extra hand movement required makes it a lot more painful.
Worse yet? The button that I was inevitably trying to hit when I fat-fingered slam is always Pummel. So it usually also causes me a missed interrupt.
WTB the ability to toggle slam-while-running.
Mayhew Jan 11th 2011 2:05PM
"execute" = "Escape"
I'm not sure how that happened...
Martinel Jan 8th 2011 5:18PM
Hooray, three-second Charge stun. I can imagine people forgetting to trinket it for a good few days, waiting for the Intercept or Throwdown to come.
Natsumi Jan 8th 2011 7:45PM
4 second charge stun, currently it's a 2 second stun.
Ritchie! Jan 9th 2011 11:05AM
I cannot believe that Rossi barely even noted the Juggernaut change, this lowers the skillcap drastically, and makes it impossible to close gaps when being kited by Mages, Boomkings, and decent Hunters.
Sure we have heroic leap, but it doesn't work half the time (even less in arenas) and it's on a minute's cooldown, the 3 second stun from Charge isn't even close to compensating for this change.
Not to mention the 4set PvP bonus is useless now, reducing the cooldown of a spell that we don't need, we'll only ever need to go berserker for a Recklessness.
/rant
awall Jan 8th 2011 5:26PM
The only thing that feels bad to me about the changes is: regardless of how much priority you place on HS / Cleave, they're still meant to be used. I imagine they're looking to see exactly how much dps is lost from these changes before they make buffs to our major abilities.
Herculis Jan 8th 2011 5:31PM
As I'm still learning to tank on my Warrior, in non-heroics, is it better to use devastate than HS on single targets when Revenge and Shield Slam are on cooldown, once you have 3 stacks of sunder? As it is I've been using HS whenever possible (enough time and extra rage) to produce extra threat, but Revenge and SS proc enough for me that I don't get much extra gcd's during which to use Devastate.
Basically, what I'm asking is does its damage and threat production warrant an extra focus on its usage besides stacking the debuff?
Karch Jan 8th 2011 11:22PM
General rule is to keep your fingers off heroic strike until you have 50+ rage. Because HS is an instant attack *and* off the global cooldown, the question is whether HSing will leave you rage starved.
Kallix Jan 8th 2011 7:51PM
From my experience, using HS instead of devastate will just leave you rage starved. At times when you have a lot of rage flowing, you should be hitting both (HS during the wait for the GCD), and at times when it isn't Devastate is the safer option to keep generating threat without loosing so much rage you can't hit the next Shield Slam or Revenge.
That, and the fact that devastate can proc Sword and Board probably means its more valuable than HS throughout a fight.
Kaphik Jan 8th 2011 5:40PM
I'm hoping that Haste will become useful for Arms soo, such as significantly reducing the cast time of Slam. As it stand now we're getting a lot of unneeded Haste from gear. I'd like to see some log parses with these changes and I hope that Arma narrows the gap with Fury for PVE damage. Arms is a much more fun playstyle for many of us, and it would be nice to have Arms stay a very viable raiid sppec as Blizzard has stated in the past.
kala Jan 8th 2011 8:31PM
Few months ago at the end of the expansion there was post by Ghostcrawler who acnowledged that arms warrior damage has been mishandled by Blizzard in WotLK PVE and it needs a boost.
And what do we have now:
http://www.stratfu.com/kamigami/N_Magmaw.html
Arms is at the bottom of every list, more nerfs are layd on us with every "patch" thanks to the PVP caster-QQ, melee is already hardest to utilize in Cata instances and arms warriors getting spots is nonexistant.
Why does the classic fantasy RPG damage dealing class even exists in Warcraft anymore ?
Pyromelter Jan 9th 2011 1:04AM
kala, that is bordering on whining, because fury is still at least usable.
However, I'll give you a pass, because your QQ is backed up by the data - arms warriors just aren't doing enough damage, and have not for a very long time. It would be nice if blizz could get them somewhere in the neighborhood of arms at least.
MysticalOS Jan 8th 2011 5:59PM
I don't know why you make slam sound so bad. Slam procs cost 0 rage. They are the perfect compliment to heroic strike. You can use them similtaniously. Typically my rotation was if slam procced, to me it meant use slam in a global with heroic strike since slam won't cost any rage.
vs using maybe a bloodthirst with no HS cause not enough rage to use both at once. To me every slam proc = heroic strike stuffed in that global. now in a situation where rage is more endless yeah you will prioritise HS against a bloodthirst or raging blow, but my fidnings right now is typically, if you are using every global properly, you are just not gonna stuff a heroic strike in with bloodthirst or raging blow as much as you can with 0 rage cost slam, every situation and evaluation of course depending on rage and determining, should you hit BT only, or slam + HS. are you expecting more rage where you can BT by itself and raging blow + HS next global and is it better than using slam + HS this global AND BT and HS the next.