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
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Reader Comments (Page 2 of 3)
Pyromelter Jan 9th 2011 2:55AM
Slam's crit damage is less than heroic strike's normal damage (before the nerf). It's by far the warrior's weakest ability.
IMO, it should be buffed so that it works out to be around 90% of bloodthirst damage when procced as fury. With the nerf to heroic strike, it will make it much more even with other warrior strikes.
Also, does slam still reset the swing timer? I think even white hits are better than slam, that's how bad it is.
Reiskeks Jan 9th 2011 5:06AM
Slam doesn't reset the swing timer anymore, now it just pauses it during the cast.
Nitride Jan 8th 2011 6:00PM
Really not liking warriors yet; either Fury or Arms @ 82-83.
Just can't get into the specs, I guess, no matter what combo of weps (2h, dual 2h, anthing) or talents I put together.
The Dark Wayne [Planeteer: Power of the Batusi] Jan 8th 2011 7:12PM
I haven't really started cata yet, but something I read in a previous TCaFoW. It said something like the hit cap is 8% unaffected by talents and abilities, but precision still works right? So the cap isn't actually 11% (or however much % precision adds) ?
Kallix Jan 8th 2011 7:58PM
I'm assuming you're talking about fury as you mentioned precision. The hit cap for fury is 8% for our special attacks, and 27% for our normal melee swings (because we duel-wield). Precision gives 3% hit towards the cap, so you only need 5% hit from gear to cap specials and 24% to cap normal swings. While in Wrath we got extra rage from crits, meaning that trying for the 27% hit cap was a dps loss because we had infinite rage, in Cata we don't and so we want to hit 27%, which even with the 3% from precision is a very hard cap to reach, so we want as much hit on our gear as possible.
If you were talking about Arms or Protection, the hit cap is 8%, and there no talents available to either of those specs to effect it.
Hollow Leviathan Jan 8th 2011 7:17PM
Rossi, cranky? NO WAY.
Pathdelamort Jan 8th 2011 8:48PM
Lol. So explain why a 20 percent nerf after a 17 percent nerf after a dual wield 10 percent per weapon nerf is acceptable on any class. Might I add a need to carry some 27 (2850) percent hit and have minimal str compared to and other str class dps? Rofl failcrawler. You suck douchebag. Go kiss some dk or hailstone ass.
Path
Pyromelter Jan 9th 2011 1:11AM
Path, they removed the 10% dual wield nerf with 4.01.
The hit rating thing sucks. But blizzard isn't going to let any class fall behind, they'll get you balanced.
Fletcher Jan 8th 2011 8:32PM
Do you think that Blizzard will change Precision so it buffs our offhand hit to where the hit cap is actually reachable? Right now chasing after hit is un-fun and makes fury warriors feel gimped. My fury warrior has been chowing down on dragon steaks and chugging elixirs of impossible accuracy and reforging and gemming and *still* can't pass 20% hit at level 83.
Killbot1982 Jan 8th 2011 9:49PM
There is no mainhand/offhand hit/miss chance, it's autoattacks (27% base miss chance) and specials (8% base miss chance).
Fletcher Jan 8th 2011 10:43PM
Thanks for clarifying that. In that case, we really need a buff to autoattack hit, though; 3% is just a pittance given the way hit degrades the more of it you have and the higher level you are.
Karch Jan 8th 2011 11:33PM
Pedantic point which I'm only bringing up because I'm still bitter that the BiS from Wrath heroics were axes: the value of the +3% increases dramatically as diminishing returns kick into overdrive, because you don't need to find hundreds of points of hit rating to get that last 3% percent.
As a human warrior wielding Tyrannical Beheaders, I had to give up with a lot more expertise than an orc warrior did. Very annoying.
Karch Jan 8th 2011 11:35PM
That should read "come up with a lot more expertise"
Redielin Jan 8th 2011 8:57PM
I'm confused how you think the Victory Rush addition to War Academy is going to make Impending Victory more attractive. The heal is capped by your maximum health, not by your Victory Rush's damage. You need more damage while tanking or something?
Karch Jan 8th 2011 11:54PM
What Blizz has to do is bite the bullet and make PvP use separate damage tables from PvE. I'm sure it's basically impossible, but it would address the underlying problem: PvE and PvP are completely different games.
Also: a fix for @mouseover devastates coming?
(If it has been fixed, someone let me know--I'd love to have my old macro back)
Michael Jan 9th 2011 1:17AM
idk if anyone said it earlier but
CRIT IS BETTER THAN HIT
not sure why anyone is so fanboish and gemming for so much hit
I only have about 13% hit and I rarely can never do the next thing in my rotation
and besides and landslide, hurricane is best enchant
stop being so wrong with fury PvE and Arms pvp
the nerfs are almost as bad as your commentary
Fletcher Jan 9th 2011 1:52AM
If you've got any hard data beyond anecdotal evidence I'd be interested in seeing it, because your statement is contrary to both my own experience and everything I've read.
Pyromelter Jan 9th 2011 3:10AM
The math guys over at elitist jerks don't agree with your experience:
"Q: What are my stat priorities?
A: Get 8% Hit (including Precision), 26 Expertise. After that, Strength > Hit (up to 27%) > Crit > Haste == Mastery."
Slightly different on the mmo-champ warrior guide:
"Stat Priorities
Hit(till 8%) > Expertise(till 26) > Strength > Hit(till 27%)≥Haste(till rage gain is consistent) ≥Crit ≥Mastery > Haste
please note that the only reason why haste is located where it is, is due to the increase in rage generation it provides. once you feel comfortable with how much rage you are generating, then you should begin itemizing for other stats."
So crit is basically 3rd to last stat to stack. Remember, you don't get extra rage from crits anymore, but you do need to have white hits to generate rage.
Kaphik Jan 9th 2011 7:43AM
Hit is the most important stat for everyone, until you get capped or in the rare case of Fury warriors get at least 17%. Ebay much?
Guilegamesh Jan 9th 2011 12:18PM
Technically you do get more rage from crits because of flurry.