The Care and Feeding of Warriors: The complete patch 4.1 PTR conniption

Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host.
Yes, we're still talking about patch 4.1 on the PTR. To be fair, Blizzard keeps making tweaks and changes, so many that it seems like we can't talk about them all. But with the rapid flurry of changes comes a need to at least try and suss out what we're looking at.
The most recent changes mean that in total, warriors probably have the most patch notes changes of any class in the game. This is somewhat baffling considering how many times we've been told over the past weeks that warrior DPS and tanking were right about where they should be. It seems astonishing to me that a class that is performing in the zone it should receive so many iterative changes in one patch. But let's take a look at the complete (as of March 3, anyway) notes for warriors first, before we get into discussing what these changes tell us about the class as a whole.
Yes, we're still talking about patch 4.1 on the PTR. To be fair, Blizzard keeps making tweaks and changes, so many that it seems like we can't talk about them all. But with the rapid flurry of changes comes a need to at least try and suss out what we're looking at.
The most recent changes mean that in total, warriors probably have the most patch notes changes of any class in the game. This is somewhat baffling considering how many times we've been told over the past weeks that warrior DPS and tanking were right about where they should be. It seems astonishing to me that a class that is performing in the zone it should receive so many iterative changes in one patch. But let's take a look at the complete (as of March 3, anyway) notes for warriors first, before we get into discussing what these changes tell us about the class as a whole.

There's a lot of ground to cover, as all three specs have seen significant changes. Let's take a look at the complete notes for warriors.
Patch 4.1 Public Test Realm Notes - March 3
That is a significant allotment of change for a class that is supposedly performing to par.
So what does all this mean?
For starters, you can see that in just one week, the arms and protection changes have been fairly consistent, at least, while fury has been all over the place. Last week's announcement of Flurry seeing a 50% buff is now completely gone from the patch notes, instead replaced by Precision adding 40% damage to auto-attacks in addition to its bonus hit. Frankly, I had thought the two together were enough to balance the ludicrously savage mauling our mastery took, but now I see that in fact such is not the case. The Precision buff by itself is not going to make up for all the damage you're going to lose, fury warriors. Not even by half.
Shield Mastery also took a hit, as the bonus magic damage reduction dropped from 25% to 20% in the space of two days. It's still a buff to the ability and probably an even trade for the increased duration on Spell Reflection, but it does nothing at all to address the loss of SR as a threat move on caster mobs, and already it's been whittled down in terms of its strength. I really like the concept behind the new Shield Mastery; I just don't want to see it get pecked apart.
Many of these changes are PvP-inspired, as I (and many others) pointed out two days ago. The change to Gag Order is motivated by prot silences in PvP, as is the increased cooldown on Spell Reflection. Meanwhile, the arms changes seem motivated both to make arms more viable in PvP while simultaneously cutting down on its stun potential in PvP but letting it resist kiting and keep targets in range for focusing attacks. The ability to refresh rend via Lambs To the Slaughter is in my eyes primarily a PvE change, but it'll work for PvP as well, since in either situation you're using Mortal Strike. With both Improved Hamstring and Juggernaut redesigned, the intention to allow arms to retain its mobility and beef up its snared in exchange for losing stun ability seems clear enough.
What interests me most, though, are the fury changes, which absoluetly seem aimed at reducing the spec's current PvP viability without completely gutting its PvE damage. (I'm telling you now, if you're a fury warrior, you will lose DPS as soon as patch 4.1 drops, and you will have to reforge and regem to get a portion of it back.)
Fury and the art of annihilation
The fury changes interest me due to their strange iteration process. Frankly, due to what several other warriors have told me and my own experience recently, mastery for fury is very good in PvP. Specifically, it's very good to stack a load of mastery, hit either Death Wish or Berserker Rage as soon as you're in range of a target, and Raging Blow his bloody face off with massive Raging Blow hits boosted with raw mastery. Since hit isn't as valuable in PvP (your miss chance against a player of equal level is lower), you can pretty easily cap it, and a high-mastery Raging Blow hit can easily rock someone's face. Fury is basically capable of some rather astonishing burst right now. (Just ask the warlock I globaled in Tol Barad tonight.) With the addition of Colossus Smash to the mix, fury in PvP basically ignores the entirety of your target's armor for 6 horrible (for them) seconds while you're slamming a Raging Blow > Heroic Strike > Bloodthirst combo off onto their defenseless, effectively naked hide.
Now, this doesn't happen constantly. Fury isn't godly in PvP by any stretch. But it can really ruin someone's day to be Intercepted and then, while standing there stunned, have all of their armor ripped off, followed by that aforementioned high-mastery Raging Blow.
Frankly, I'm not surprised it's being triple-nerfed. Reducing Intercept's stun duration, mastery for fury and the Colossus Smash armor penetration ability will all reduce the ludicrous amount of burst fury can put out when properly geared. No more 112% extra damage RBs. It's also clear that the increase to Raging Blow's base damage and addition of extra damage from Precision are aimed at compensating not for the loss of Colossus Smash's armor pen (as was originally stated) but rather for the really intense reduction to our base mastery level. (Now, if the Flurry change is in fact not intended to have been rolled back, then we'll probably be all right in PvE.)
The only fury change I don't see as either stemming from or compensating for PvP is the Whirlwind change, which is just going to make us even more inflated on trash. I already top the meters on trash, guys. I don't need Whirlwind every 4 seconds to do that. I guess it will make people love me on Conclave.
What it really comes down to this: At this time, I believe both the fury and protection changes are aimed at PvP, and a case can be made for some of the arms changes being PvP-related as well -- not their damage increases, which were needed to help make them more even with fury in PvE (although with the mastery nerf, they frankly may make arms the powerhouse of the two).
Hopefully, the pace of changes will slow down long enough to really give them a good shakedown in the next couple of weeks. Right now, I'm hoping to do some in-depth talk about tanking next week.
At the center of the dury of battle stand the warriors: protection, arms and fury. Check out more strategies and tips especially for warriors, including Cataclysm 101 for DPS warriors, a guide to new reputation gear for warriors, and a look back at six years of warrior trends.
Warriors
Arms
- Charge and Intercept no longer have diminishing returns on their stun effects.
- Colossus Smash now ignores 70% of an opponent's armor, down from 100%.
- Heroic Throw is now available from trainers at level 20.
- Inner Rage is now available at level 56.
- Intercept now has a 1.5-second stun, down from 3 seconds.
- Overpower damage has been increased to 140% weapon damage, up from 125%.
- Pummel is now usable in all stances.
- Rallying Cry (new ability) is available from trainers at level 83. It temporarily grants the warrior and all party or raid members within 30 yards 20% of maximum health for 10 seconds. After the effect expires, the health is lost. It has no cost, no stance requirements, and is not on the global cooldown. It has a 3-minute cooldown, but also shares a cooldown with Last Stand.
- Shield Bash has been removed from the game.
- Spell Reflection cooldown has been increased to 25 seconds, up from 10.
- Whirlwind now has its cooldown reduced by 6 seconds when it deals damage to 4 or more targets. The Whirlwind effect caused by Bladestorm remains unchanged.
Arms
- Improved Hamstring now reduces the global cooldown on Hamstring by 0.5/1 seconds in addition to its current effects.
- Improved Slam increases Slam damage by 20/40%, up from 10/20%.
- Juggernaut no longer adds 2 seconds to the Charge stun, but instead lowers the cooldown of Charge by 2 seconds (to 13 seconds total without the glyph).
- Lambs to the Slaughter now causes Mortal Strike to refresh Rend in addition to its current effects.
- Mortal Strike damage has been increased to 175% weapon damage, up from 150%.
- Strikes of Opportunity damage has been increased by 10% to keep stat parity with other strike changes.
- Precision (passive) now increase auto-attack damage by 40%, in addition to the 3% hit it offers currently.
- Raging Blow damage has been increased back to 120% weapon damage, up from 100%.
- Unshackled Fury now only grants 2 base points of mastery, down from 8.
- Shield Mastery no longer affects the cooldown of Spell Reflection, however, it now allows Shield Block to proc a second aura that reduces magic damage by 7/14/20% for 6 seconds.
- Gag Order now only affects Heroic Throw.
- Glyph of Spell Reflection reduces the cooldown of Spell Reflection by 5 seconds, up from 1 second.
That is a significant allotment of change for a class that is supposedly performing to par.
So what does all this mean?
For starters, you can see that in just one week, the arms and protection changes have been fairly consistent, at least, while fury has been all over the place. Last week's announcement of Flurry seeing a 50% buff is now completely gone from the patch notes, instead replaced by Precision adding 40% damage to auto-attacks in addition to its bonus hit. Frankly, I had thought the two together were enough to balance the ludicrously savage mauling our mastery took, but now I see that in fact such is not the case. The Precision buff by itself is not going to make up for all the damage you're going to lose, fury warriors. Not even by half.
Shield Mastery also took a hit, as the bonus magic damage reduction dropped from 25% to 20% in the space of two days. It's still a buff to the ability and probably an even trade for the increased duration on Spell Reflection, but it does nothing at all to address the loss of SR as a threat move on caster mobs, and already it's been whittled down in terms of its strength. I really like the concept behind the new Shield Mastery; I just don't want to see it get pecked apart.
Many of these changes are PvP-inspired, as I (and many others) pointed out two days ago. The change to Gag Order is motivated by prot silences in PvP, as is the increased cooldown on Spell Reflection. Meanwhile, the arms changes seem motivated both to make arms more viable in PvP while simultaneously cutting down on its stun potential in PvP but letting it resist kiting and keep targets in range for focusing attacks. The ability to refresh rend via Lambs To the Slaughter is in my eyes primarily a PvE change, but it'll work for PvP as well, since in either situation you're using Mortal Strike. With both Improved Hamstring and Juggernaut redesigned, the intention to allow arms to retain its mobility and beef up its snared in exchange for losing stun ability seems clear enough.
What interests me most, though, are the fury changes, which absoluetly seem aimed at reducing the spec's current PvP viability without completely gutting its PvE damage. (I'm telling you now, if you're a fury warrior, you will lose DPS as soon as patch 4.1 drops, and you will have to reforge and regem to get a portion of it back.)

The fury changes interest me due to their strange iteration process. Frankly, due to what several other warriors have told me and my own experience recently, mastery for fury is very good in PvP. Specifically, it's very good to stack a load of mastery, hit either Death Wish or Berserker Rage as soon as you're in range of a target, and Raging Blow his bloody face off with massive Raging Blow hits boosted with raw mastery. Since hit isn't as valuable in PvP (your miss chance against a player of equal level is lower), you can pretty easily cap it, and a high-mastery Raging Blow hit can easily rock someone's face. Fury is basically capable of some rather astonishing burst right now. (Just ask the warlock I globaled in Tol Barad tonight.) With the addition of Colossus Smash to the mix, fury in PvP basically ignores the entirety of your target's armor for 6 horrible (for them) seconds while you're slamming a Raging Blow > Heroic Strike > Bloodthirst combo off onto their defenseless, effectively naked hide.
Now, this doesn't happen constantly. Fury isn't godly in PvP by any stretch. But it can really ruin someone's day to be Intercepted and then, while standing there stunned, have all of their armor ripped off, followed by that aforementioned high-mastery Raging Blow.
Frankly, I'm not surprised it's being triple-nerfed. Reducing Intercept's stun duration, mastery for fury and the Colossus Smash armor penetration ability will all reduce the ludicrous amount of burst fury can put out when properly geared. No more 112% extra damage RBs. It's also clear that the increase to Raging Blow's base damage and addition of extra damage from Precision are aimed at compensating not for the loss of Colossus Smash's armor pen (as was originally stated) but rather for the really intense reduction to our base mastery level. (Now, if the Flurry change is in fact not intended to have been rolled back, then we'll probably be all right in PvE.)
The only fury change I don't see as either stemming from or compensating for PvP is the Whirlwind change, which is just going to make us even more inflated on trash. I already top the meters on trash, guys. I don't need Whirlwind every 4 seconds to do that. I guess it will make people love me on Conclave.
What it really comes down to this: At this time, I believe both the fury and protection changes are aimed at PvP, and a case can be made for some of the arms changes being PvP-related as well -- not their damage increases, which were needed to help make them more even with fury in PvE (although with the mastery nerf, they frankly may make arms the powerhouse of the two).

The sky will never fall
I titled this post The complete patch 4.1 conniption because frankly, I'm not happy at all with it. And it's not that I believe the sky is falling and that warriors will stop being viable tanks or DPS or be unable to PvP.
Let's look at the facts:
I titled this post The complete patch 4.1 conniption because frankly, I'm not happy at all with it. And it's not that I believe the sky is falling and that warriors will stop being viable tanks or DPS or be unable to PvP.
Let's look at the facts:
- This game has been out for over six years.
- Blizzard has yet to stop us from tanking, from DPSing, or from PvPing.
- Blizzard has changed the class countless times for PvP or PvE reasons.
- We're still here.
Hopefully, the pace of changes will slow down long enough to really give them a good shakedown in the next couple of weeks. Right now, I'm hoping to do some in-depth talk about tanking next week.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors






Reader Comments (Page 1 of 4)
MusedMoose Mar 5th 2011 8:14PM
I've read and re-read the patch notes and the descriptions of warrior abilities several times, and I'm still not quite sure what "Unshackled Fury now only grants 2 base points of mastery, down from 8" means. Does it mean that Fury warriors will now start with a weaker Mastery ability, and have to get more mastery to bring it to its previous level? Or is there something I've missed?
I'd really like to know, as I'm planning to spec Arms/Fury when my warrior hits 30, and it would be nice to save the gold if the spec is that badly gimped. Thanks in advance.
Harvoc Mar 5th 2011 8:40PM
Yea, it means that Fury warriors start out with a lower mastery than everyone else (except for Frost mages...I think).
Dire Mar 5th 2011 8:48PM
As I see it with mastery:
Before 4.1 = 8 Mastery rating (which brings me to about 15 now)
After 4.1 = 2 Mastery rating (which would leave me with 9)
Someone do the math I'm too lazy right now...it simply means you will need a lot more mastery to keep the stats you have right now, but by doing so you would probably gimp yourself, because you would need to neglect other important stats like strength, crit or (behold) even hit now...
This expansion seems strange for us...when the Cataclysm hit, everyone was screaming at your face to rush to the hard hit cap as far as possible...I was at about 23% hit lately...
Then 4.0.6 dropped and suddenly fury warriors were "supposed" (according to theorycrafters) to just stay at the hard hit cap for specials...not use HS at all unless you did not know what else to press and had about 80 rage...
don't get me wrong that's fine with me...but the constant changes to the class are getting tiresome...I spend more time regemming, reforging, reenchanting and in elitist jerks forums (or somewhere else) to determine what would be the best solution...and then a few weeks later...you can start over again...
I don't think the flurry buff will ever make it to life (especially not with the new precision buff)...it is predestined to turn us into hideously overpowered monsters when concentrating on crit...maybe not in T11, but in T12...I'd say that crit becomes once again the predeomint stat on gear (apart from strength ofc) and et voila we are back to spamming heroic strike again. At least there would finally be an incentive to even consider using Inner Rage...(it was pretty useless at first, and is even more useless now...why would I want to reduce the cd on hs by 50% if I can't even afford to use it every 3 seconds on a regular basis...maybe with bloodlust, but even that is hard to pull off...my opinion)...
I think Fury damage is "ok" as it is now...at least on the level that I am playing (11/12 bosses on normal). I spend a lot of my VP on tank gear so I'm missing out on quite a bit of DPS gear and still I can hold my own most of the time...
Thank god that this is the PTR and nothing is set in stone yet...I would take the flurry + precision change ofc if they made it live...but they are just calling out "nerf me biatch!"...
silvernoise Mar 6th 2011 12:25PM
well, you dont even get mastery until level 80, so as a level 30 toon i dont think its something you really need to worry about... in all likelihood, by the time you get to level 80, these patch notes will have changed again and who knows where the specs will be.
Zalvi24 Mar 5th 2011 9:20PM
keep those BE warrior screenshot coming, i love them
Sleutel Mar 5th 2011 9:54PM
I stopped Archaeology and took a screenie, just for you. :D
http://i53.tinypic.com/2d0e8ly.jpg
Ronin Mar 6th 2011 1:03AM
@Sleutel Is that what a pregnant B Elf looks like?
Oh, sorry-- it's just her belt.
Man, I hate those WWF belts. They look ridiculous on just about anyone. And why do they all have mouths/faces on them?
Sleutel Mar 6th 2011 1:16AM
@Ronin:
Hey, don't mock my Grumpy Old Man Face Hernia Belt. >:(
Baba Mar 6th 2011 4:35AM
You think that's bad, try wearing one on a dwarf with a potbelly - it's larger than his face :(
Sleutel Mar 5th 2011 9:44PM
When in recent history has Blizzard put out any class-breaking patches? I don't recall any. But this is going to hurt, a lot. It's a rushed, poorly thought-out mess. They need to take a step back and do more testing before this goes live. I'm just keeping my fingers crossed that we have at least a few weeks before 4.1 drops.
daan.leijen Mar 6th 2011 7:31AM
Take a look at DK's close after WotLK released:
OP->To the ground b*tches->OP->To the ground b*tches->OP->To the ground b*tches->decent-ish
Sleutel Mar 6th 2011 10:28AM
@daan.leijen:
That's not class-breaking. DKs were still playable. My point is simply that to say that this isn't going to be class-breaking as some kind of "it could be worse" is inaccurate, because Blizzard's wild swings are never quite that bad.
SamLowry Mar 6th 2011 11:38AM
If my DK, who was once able to heal himself in combat, is now using more potions, food, and bandages than my rogue, I'd consider that broken.
If you have to waste a lot of time relearning how to kill basic, garden-variety quest trash, then I'd consider my retadin broken.
Helasmoth Mar 6th 2011 3:15PM
@SamLowery
It took me a bit to realize that the way I used to play my Ret pally doesn't work anymore. True. But once you realize the stat priority you are fine. Trash doesn't survive long enough for it to hurt me. Hit/Exp>Str>Mastery>Crit>Haste. Not always first, but never the bottom. Always over the tank except on trash. >:-/
As for the warrior, I have been lazy and not DL'd the PTR yet to try the new Arms. But when all is said an done, Blizz has never really let me down yet. I play strictly PVE so I do worry about them making changes based on PVP alone, but again. I have never been utterly useless. We learn, we adapt, we kick @$$.
Mcfobos Mar 5th 2011 9:46PM
Is there any possibility to separate rated bg-s and arena from the rest of us... that would be my last wish on earth.
Pyromelter Mar 5th 2011 10:05PM
You know what Matt, I have to agree with you on the basic premise - I don't know why warriors are getting so many changes. It seems like blizzard is doing a "fix what isn't broken" thing.
The only thing I can think of is that the warrior class lead for blizzard is extremely anal-retentive and perfectionist or something, because logically it doesn't make sense that they would change so much, especially with fury. Fury doesn't seem imbalanced for good or bad, either in pve or pvp. I just don't get why they can't leave good enough alone.
loop_not_defined Mar 6th 2011 12:27AM
Class leads? I highly doubt Blizzard takes such an approach, it just isn't conducive to balancing.
Nor is a single-class-focused player arguing against the necessity of nerfs. That just isn't the kind of thing you can properly judge without playing all classes equally exhaustively.
Lemons Mar 6th 2011 3:03AM
It's not hard to understand at all...wars are being nerfed because of pvp. In pvp wars are just too strong. It doesn't matter if your damage and tanking in pve are good where they should be...if you wreck face in pvp blizz is gunna have to get out the nerf bat.
Zubasa Mar 6th 2011 4:51AM
@Lemons
Then where is the nerf bat for Frost Mages?
Nerfing their damage is not the solution to the probelm.
All that does is destroy them in PVE while making them still too good against melee.
MykolW Mar 9th 2011 1:02PM
I (holy pally) was doing arenas with a ret pally last week. It's a decent enough team. We aren't high rated, but we have fun and get our points in a relatively short period of time for the last few weeks.
We hit a team with a Fury warrior in it and I hadn't come across one yet. He Intercepted me, and hit me three times and I was dead. I'm in half decent gear. Not great, but half decent. I didn't have time to heal myself after the stun had worn off. My partner just laughed at me while saying, "Ya, those warriors hurt." That was an understatement to say the least. After that I would keep my buttons for LoH and bubble close at hand when I saw a warrior on the opposing team.