The Care and Feeding of Warriors: Warriors react to patch 4.0.6

I mentioned last week that if 4.0.6 dropped this week (which it did), I'd be talking about it this week. So far, my initial impressions are as follows:
- Tanking doesn't feel particularly changed. I like Devastate more now that War Academy affects it, but it's not a major deal one way or another for me.
- I've been playing around with the proposed Crit/Mastery gearing for fury warriors proposed by Landsoul, and as you would expect from one of the supreme warrior theorycrafters, it's valid. It does seem very dependent on high targets (about 22% crit or better and 17% mastery), although part of that might just be because some fights are so ridiculously punishing for melee right now that you have to compensate for lost DPS time.
- I still like hit for fury if you're in ilvl333-346 blues and some mixed-in 359 epics. As your gear improves to all 359 and you start mixing in the BiS epics, you can start tinkering to drop to 10% hit. Hit's never bad; it's just prohibitively hard to actually cap out at this point. I suspect if hit starts falling way behind, stuff will be changed to make it more attractive to us, as well.
- Arms feels slightly buffed. Fury feels like the damage just moved around. Prot feels absolutely unchanged. How the hotfix to raging blow will shake out is as yet undetermined.
First up, the entirety of the 4.0.6 patch notes pertaining to warriors.
Warriors
- Charge now shares diminishing returns with stun effects.
- Cleave damage has been reduced by 20%.
- Hamstring now has a PvP duration of 8 seconds.
- Heroic Strike damage has been reduced by 20%.
- Inner Rage has been redesigned. It now reduces the cooldown on Heroic Strike and Cleave by 50% (to 1.5 second) for the next 15 seconds. 1-minute cooldown. It still cannot be used during Deadly Calm. This ability was originally designed to help warriors with rage capping, but the Heroic Strike and rage normalization changes seem to have solved that problem on their own. This new design will still allow warriors to burn off excess rage faster, at their discretion.
- Recklessness now increases special critical strike chance by 50%, down from 100%, but lasts the full 12 seconds instead of allowing only 3 charges.
- Slam weapon damage percent (at level 80+) has been increased from 125% to 145%.
- Talent specializations
- Arms
- Drums of War no longer lowers the rage cost of Piercing Howl.
- 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.
- Mortal Strike cost has been reduced by 5 rage.
- War Academy no longer buffs Heroic Strike or Cleave. It now buffs Mortal Strike, Raging Blow, Devastate, Victory Rush and Slam.
- Fury
- In addition to its current effects, Bloodsurge now also causes the next Slam to deal 20% more damage.
- Bloodthirst damage has been increased by approximately 30%.
- Raging Blow weapon damage percent (at level 80+) has been increased from 110% to 120%. (Note: this has since been hotfixed into a nerf.)
- Single-Minded Fury bonus has been increased to 20%, up from 15%.
- Unshackled Fury (Mastery) now grants 5.6% benefit per mastery point, up from 4.7%.
- Protection
- Charge's stun continues to not trigger diminishing returns for Protection warriors who have the Warbringer talent.
- Arms
- 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.
- Warrior bug fixes
- Warrior abilities which were incorrectly assigned the sound effect for Mangle have been updated.
- Battle Shout's buff tooltip should not show incorrect values when the recipient is higher level than the warrior.
- Heroic Leap and Thunder Clap no longer incorrectly scale damage with both Strength and Agility.
- Forceful Deflection passive aura is now properly applying to warriors beginning at level 1.
- The Victorious buff can no longer proc before the warrior learns Victory Rush.
- The wording in the tooltip for Vigilance was inconsistent with other abilities and has been updated.
How are warriors performing now?
So far this week I've tanked and done fury DPS and arms DPS in raids and 5-mans, and so I feel pretty comfortable in discussing each. I haven't gotten a chance to PvP as fury yet, and my arms PvP experience has been limited to running around Tol Barad committing Bladestorm upon packs I know will kill me for it. With the new, extended charge stun from Juggernaut and Blitz, I can usually at least put the hurt down on a couple of people before I die -- more, if I can manage to get a Throwdown in there -- but my whole PvP strategy right now is basically to be a fire-and-forget missile and hope for a wandering healer to take kindness upon my soul. Failing that, I try really hard to kill at least one cloth-wearer before I die.
In PvE, arms still feels weaker than fury to me, but others are reporting solid damage with the spec. Then again, "weaker than fury" doesn't necessarily mean weak. I won't pretend I'm unaware that people will always choose the spec they think outputs the most DPS, but when the difference can be as little as 1k DPS in a 10-man, it's pretty close to the goal of "getting arms and fury close enough for taste preferences to win out."
I'm not saying that given equivalent skill and the optimal gear for each spec, fury won't put out more damage than arms. What I am saying is that if you're a more skilled arms warrior with solid gear, you can put out enough damage as arms that you're not hurting your raid, really. I mean, aside from being melee DPS in the most melee-unfriendly expansion of all time. The reduction in Mortal Strike's rage cost and the increase in Slam's damage both seem positives for arms, and the change of Lambs to the Slaughter to a stacking buff seems at the least to be not having any negative effect on PvE DPS.

Staying mobile
Right now, both arms and fury have about the same mobility in both PvP and PvE, with arms using Charge while fury uses Intercept and both have Heroic Leap. Fury may have the edge with Heroic Fury allowing Intercept cooldown to be reset and snares to be purged, since arms now can't Intercept after a Charge (they share a cooldown now). In fact, much as I believe arms to be worth using for PvE if you're better at using the arms style of procs and abilities, so too do I think the high mobility of fury -- combined with 4.0.6's buff to fury's mastery, Bloodthirst and Bloodsurge -- means that fury can put out more burst while moving around the field. This makes it more viable for PvP. The buff to fury's mastery has pretty wide-reaching consequences, in fact -- so much so that I know we'll be revisiting the subject. For now, it's very nice for PvP bursting. That's why they nerfed Raging Blow, in fact.
For PvE, I personally haven't noticed much of a shortfall in DPS. If anything, I'm putting out slightly more while still using Heroic Strike and Cleave when the situation warrants. I have two fury sets right now, one that manages about 21% hit, 17% crit and 14% mastery, and another that drops to about 12% hit, 19% crit and 15% mastery. At present, I see more DPS with the higher hit set, but as I said before, I definitely think that as I manage more crit and mastery that I will find myself needing less hit overall. I'm kind of on the fence about it, actually, as for right now I see significant DPS increases with every percentage of hit from 12% up to the 20% mark, but that's got to be in part due to my lower crit and mastery.
I've tested out SMF as well, but my results seem skewed by the fact that I have an epic two-hander and no epic one-handers. It's a lot closer now with the 20% buff to SMF to compensate for the higher stats and raw DPS on two-handed weapons. I still like TG better, but I'm feeling more comfortable in declaring this a stylistic choice.
Fury in general actually seems to me to have gotten the buffs to abilities like Raging Blow, Slam and Bloodthirst that compensate for the nerfs to Cleave and Heroic Strike. Even on fights like Omnotron with lots of target switching, interrupts, add kiting, and repositioning due to high damage abilities that can hurt the entire raid, there wasn't a signficiant DPS shortfall. (That being said, man, I hate Omnotron.) I'm really fond of Bloodsurge adding damage to Slam. It makes that Bloodsurge proc fun again.
Right now, both arms and fury have about the same mobility in both PvP and PvE, with arms using Charge while fury uses Intercept and both have Heroic Leap. Fury may have the edge with Heroic Fury allowing Intercept cooldown to be reset and snares to be purged, since arms now can't Intercept after a Charge (they share a cooldown now). In fact, much as I believe arms to be worth using for PvE if you're better at using the arms style of procs and abilities, so too do I think the high mobility of fury -- combined with 4.0.6's buff to fury's mastery, Bloodthirst and Bloodsurge -- means that fury can put out more burst while moving around the field. This makes it more viable for PvP. The buff to fury's mastery has pretty wide-reaching consequences, in fact -- so much so that I know we'll be revisiting the subject. For now, it's very nice for PvP bursting. That's why they nerfed Raging Blow, in fact.
For PvE, I personally haven't noticed much of a shortfall in DPS. If anything, I'm putting out slightly more while still using Heroic Strike and Cleave when the situation warrants. I have two fury sets right now, one that manages about 21% hit, 17% crit and 14% mastery, and another that drops to about 12% hit, 19% crit and 15% mastery. At present, I see more DPS with the higher hit set, but as I said before, I definitely think that as I manage more crit and mastery that I will find myself needing less hit overall. I'm kind of on the fence about it, actually, as for right now I see significant DPS increases with every percentage of hit from 12% up to the 20% mark, but that's got to be in part due to my lower crit and mastery.
I've tested out SMF as well, but my results seem skewed by the fact that I have an epic two-hander and no epic one-handers. It's a lot closer now with the 20% buff to SMF to compensate for the higher stats and raw DPS on two-handed weapons. I still like TG better, but I'm feeling more comfortable in declaring this a stylistic choice.
Fury in general actually seems to me to have gotten the buffs to abilities like Raging Blow, Slam and Bloodthirst that compensate for the nerfs to Cleave and Heroic Strike. Even on fights like Omnotron with lots of target switching, interrupts, add kiting, and repositioning due to high damage abilities that can hurt the entire raid, there wasn't a signficiant DPS shortfall. (That being said, man, I hate Omnotron.) I'm really fond of Bloodsurge adding damage to Slam. It makes that Bloodsurge proc fun again.

Having switched to tanking in Bastion, I felt very little effect from the HS/Cleave nerfs. Certainly, AoE threat was lower due to Cleave's losing punch, but to some degree it was compensated for with higher Devastates and more tactical use of Enduring Victory. I managed to tank the drake/whelps/drake combination on Halfus effectively, although in part that's due to my having Blood and Thunder. Quite frankly, I really liked the redesigned Inner Rage for moments of high-rage tanking, like when I had a pack of whelps on me and could get the Cleave cooldown ridiculously fast to increase my burst threat. Aside from that, protection is as unchanged as that one line section under "Protection" in the patch notes would have you believe.
The caveats
Now that I've been fairly upbeat, my complaints. I don't like what Blizzard has done to Charge's stun, which is fairly short anyway, and the Juggernaut change doesn't quite compensate, in my opinion. Yes, I know the developers were going after the Charge / Throwdown combination here. I still don't like it. I'm not fond of Cleave and HS being doubly nerfed by having their base damage reduced and then both being removed from War Academy, especially for tanking warriors counting on Cleave and Incite-boosted HS. Yes, I know I said it was a minor threat drop and easily dealt with; I still don't like it.
Okay, that's enough out of me. In general, 4.0.6 ranges between fair and good for warriors. Next week, arms talents, and then we'll start talking about Blackwing Descent and Bastion of Twilight bosses.






Reader Comments (Page 1 of 2)
Mayhew Feb 12th 2011 4:20PM
I've been having a lot of fun DPSing as fury in 4.0.6. In fact, at times I've been having a bit too much fun. I actually had to switch to 1h+shield when dpsing h.SFK a few nights ago, in order to reduce the frequency with which I pulled aggro off the tank and make it easier on the healer (and myself) those times when I did pull aggro. We didn't have the best tank, to be sure, but it's not a problem that I'm used to having. I still came out #1 in dps on some of those fights where I had to switch to a shield. Thank you, 4.0.6. :)
Mayhew Feb 12th 2011 4:23PM
P.S. Normally I do try pretty hard to watch my threat, but I was having too much fun on that run and was less cautious about it than I usually am.
CaryEverett Feb 12th 2011 4:35PM
Maybe it's just me, but I prefer Arms PvE over Fury PvE. I understand that Fury can theoretically produce better DPS, with it's long series of cooldowns available, and careful management of enrages.
But I just can't help but find Arms trivially easy by comparison, and generally more fun cause it's less confusing.
1. Put Rend back up
2. Colossus Smash, but don't overlap your previous smash's debuff
3. Bladestorm during a smash debuff
4. Heroic Strike when appropriate. If you accidentally use too much, oh no big, you can just use Deadly Calm.
5. Roll face
Instant competitive DPS without any real effort. Fury's careful weaving of enrage buffs to keep raging blow available is remarkably frustrating to me, and too easy to mess up.
Natsumi Feb 12th 2011 4:48PM
Wow... I just.... wow...
Here's where you are wrong:
1) MS + Overpower nets you FAR superior DPS than Bladestorm ever could.
2) Slam is well above HS is DPS AND DPR
3) HS is used in only 2 situations, right after you hit CS for extra DPS, and to burn off Rage when over 60. Using it any other time is wasted Rage.
4) If you want to Roll Face go play a Pally, you'll feel right at home with the other lazy underachievers, especially if your brain is taxed by Fury's simple rotation.
Kaphik Feb 12th 2011 4:57PM
I find the opposite to be true for me; Fury is incredibly easy to keep the priority rotation going, and Arms is more complex. However, I also enjoy Arms more, and I'm going to give Arms a shot tonight for my raid. Of course that requires all sorts of reforging again.
With the announced nerf to Fury's PVE dps coming, I think we finally may see more balance between the two specs as far as dps numbers are, and we can finally make a choice based on playstyle rather than maximum dps for raiding.
Sqtsquish Feb 12th 2011 5:01PM
I find your comment to be in the very least a bit trollish. That and to the best of my knowledge bladestorm is still useless in single target. That, watching your rage while prioritizing cs then ms, slamming without clipping MS availability while making sure to get the most of OP procs- can be a little bit more complicated then rolling your face over the keyboard.
Mir Feb 13th 2011 12:04PM
I actually swapped to Fury from Arms because not only was it simpler, it produced more dps for less effort.
Arms is the spec I felt I was constantly watching for crap. Making sure you don't overlap Colossus Smash, making sure you hit overpower ASAP after it procs.
With fury I PUSH BUTTANS except for heroic strike unless above 75 rage, and put up awesome numbers. Need some burst? Deathwish or Recklessness are there for ya. Need a LOT of burst? Pop both at the same time.
It's not difficult to stay enraged, it's annoying to have to waste a GCD to apply rend just so you can set up some burst.
SamLowry Feb 13th 2011 8:38PM
"It's not difficult to stay enraged"
That's my issue with Fury mastery--I made it all the way to 80 without ever using any sort of enrage, and yet when I found out what the super extra-bonus mastery was I was disappointed to discover it was this. Every now and then I'll try to remember to click that Buffalo-head enrage button, but more often than not I forget and just ignore it.
It's just something extra to complicate the works, and I find it rather pointless.
Natsumi Feb 12th 2011 4:37PM
I'm looking forward to your Arms article, it's been forever since a solid Arms article has been out, other than QQ Arms is bad. www.stateofdps.com is showing a significant increase to Arms DPS in 4.0.6 over 4.0.3 and as an Arms / Arms Warrior I'm seeing a 1-3k DPS increase depending on the fights.
PvP is a little rougher, I can no longer kill a Frost mage, though that's likely due to my lack of resil gear and speccing out of Gag Order to snag DPS talents out of the Fury tree. I'd also like to state that a SKILLED Arms Warrior right now CAN beat people on the DPS meter (as well as the Overall Damage meter).
My only issue has been keeping Lambs up when I need to run from something (like slimes, damn you Toxitron!!) which is punishing in the long term.
Dreyja Feb 12th 2011 4:48PM
/sigh
Dear warrior peeps. WHY does the male worgen model look SO AWESOME while I want to put a giant paper bag over my fem version? ;-p
Sorry I'm just always jealous of the screen shots that Rossi puts up on these articles. I had to say something this time. :D
Much LOVE to Meat-Shields! Ignore my self-pity.
Natsumi Feb 12th 2011 4:49PM
Likely because you're a closet Furry ;)
Eatz Feb 12th 2011 5:47PM
Seeing Foe Hammer in the high level screen shots makes me chuckle.
Dreyja Feb 12th 2011 6:49PM
@ Nat - AM NOT! X-p
Seriously though, I just can't force myself to play a male character, can't identify w/ 'em. But the I'm super jealous of the male worgen's design.
Matthew Rossi Feb 12th 2011 6:55PM
I'd like to see a return to the more 'foxish' look female worgen had in early SS. Narrow the eyes, extend the snout some, go for more 'feral' and less 'neurotic'.
greenthumbs Feb 12th 2011 8:49PM
and put a stop to the endless sniffing.
Sqtsquish Feb 13th 2011 10:44AM
when I see a female worgen I can't help but think of the grandma character in the starting zone. Crazy and annoying
seeking_gnosis Feb 12th 2011 5:03PM
See, on SMF vs TG I'm sort of opposite - I got a Soul Blade off BoT trash, so I'm doing the SMF thing right now. I appear to be able to do at least as much DPS as TG - but not as consistently, and with trash it can be pretty m'eh. I'm personally thinking this is something mostly to do with me still trying to figure the spec out - obviously it's all the same abilities, but the way rage is generated, management of enrages, and the worth of HS and RB are sort of weird.
It's to the point now where I'm starting to consider a Fury/Fury spec. How sick is that?
MysticalOS Feb 12th 2011 5:08PM
"Prot feels absolutely unchanged. How the hotfix to raging blow will shake out is as yet undetermined."
i completely disagree with this.
Cleave damage reduced by 35% with base change plus war acadomy, multi target thread took a hit as cleave was primary filler in between shockwave cds, thunderclap/rend applications never compared to cleave, cleave was just amazing. you can pop endless rage to lower cleave CD, but that really depends on damage in take, and it's only burst, not sustained threat it was before. the burst is higher as 35% nerf, but half the CD is more damage per 3 seconds then it was before, with endless rage up, it's also double the rage so harder to sustain, and not 100% up time. overall i feel this is a notable aoe tanking change.
heroic strike, similar boat to cleave. HS on a boss fight is pretty much always used every 3 seconds. taking it's own 35% damage nerf also hit single target threat, devastate 15% buff doesn't really compensate for this, when you consider HS is off global cd and always used, devastate is only used when all stronger treat abilities like shield slam, revenge, shockwave, conc blow are on CD...Devastate is a filler ability and i have noticed single target threat feeling different in 4.0.6. Again, endless rage will allow 1.5 second heroic strikes, but while we typically had the rage to alwys use it every 3 seconds, we don't quite have it to endless use it every 1.5 to compensate for this damage nerf. sometimes we do, but more often we do not, so i think overall it's a damage/threat loss for prot that wasn't really accounted for when trying to retune the dps specs.
Matthew Rossi Feb 12th 2011 6:53PM
You know, you're not the first person to mention this in conversation with me, so I'm wondering why I'm not feeling the effects myself. Is Blood and Thunder just a really good bandaid?
I'm going to watch this when I tank and see if I end up agreeing with you. I am starting to suspect I will.
Jabadabadana Feb 12th 2011 7:49PM
I don't feel it quite as hard, but I don't take war academy, I take Incite.
That said, I do still feel it a bit, it's making pulls slightly scarier, though after the first 6-9 seconds or so, the only loss is dps, because I'm still a mile ahead in threat.