The Care and Feeding of Warriors: Rage in Cataclysm, part 1

We should talk briefly about two nerfs to warrior DPS in the most recent patch 4.2 PTR. They're not earthshaking in and of themselves, but I would be remiss if I didn't address them.
Warriors
- Recklessness and Deadly Calm can no longer be used at the same time. One cannot be used while the other is active, but using one does not put the other on its full cooldown.
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Talent Specializations
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Arms
- Two-Handed Weapon Specialization weapon damage increase has been lowered to 12%, down from 20%.
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Fury
- Dual Wield Specialization weapon damage increase has been lowered to 5%, down from 10%.
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Arms
How normal does rage actually get?
To a certain degree, rage normalization baffles me, because when we were first told back near the end of Wrath that we were going to see rage normalization, one of the things we were told was that it was intended to prevent the ridiculous scaling warriors saw as gear increased in power. I would argue that's exactly what it did. Rage normalization worked very well for standardizing warrior DPS and did very little to make rage a resource that mattered to tanks.
The reason rage normalization worked for DPS and not for tanking can in large part be traced to the different ways DPS and tanking warriors generate rage. In short, the majority of DPS warrior rage comes from damage the warrior deals. The majority of rage tank rage (be it bear or warrior, as I tank alongside a druid tank in my raid) comes from damage taken.

Rage normalization fixed this by making the amount of rage generated by an attack fixed. This means that no matter how hard you hit, you don't get any more or less rage, turning the exponential rage gen machine into a more linear one. Yes, hit and expertise and haste all still affect your rage generation. The more you hit, the less you're dodged, and the more often you swing all increases how much rage you get, but the double dipping on rage scaling is no longer an issue. In fact, it's the way rage normalization has worked out for DPS that has me shaking my head at the nerf to both DPS specs. Why reduce base damage, and by such large numbers? Rage normalization actually worked for DPS warriors; we don't scale exponentially anymore, but we can top meters with effort and skill.
No, where normalization failed was for tanking.
The rage tank's dilemma
I don't mean to say that warriors cannot tank or are prevented from tanking by their resource system. What I mean to say is that before rage normalization, rage was a feast or famine system that tanks didn't really try and gear to improve, because on bosses, rage would be near infinite and on trash, you'd always be behind a tank who started with a full bar anyway. Warriors were not the best AOE tanks purely because they would never have the full tank to get groups glued to them the way tanks who didn't use rage could. Being able to open with your biggest group threat move and then keep going was an amazing advantage, and since no tank ever has to worry about running out of their main resource while tanking a boss, that ended up as a non-issue. Warrior tanks (this can be extended to say "all rage tanks") were no better off on bosses and slightly worse off on trash.

This is the catch-22 of rage as a resource for tanking: It's not really managed and provides no benefit to the tanks using it if they try and do so, but making it so that rage tanks had to manage their rage might just make them worse tanks. It's an unsatisfying all-or-nothing system that probably wouldn't work any better otherwise.
Next week, we'll talk about how each spec gathers and spends rage in more detail and try to think about how the system could be improved for each.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm
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Reader Comments (Page 2 of 2)
Seren Jun 5th 2011 2:11AM
We shouldn't forget that with 4.2 new gear will be standard. Ans classes scale differently so I can see why the nerfing is different after some testing. E.g. my mage gets nerfed for arround 4% in practice. There is no base for this, no change that makes the mechanics more interesting, so must be getting classes closer to each other.
Zetsubou Jun 5th 2011 3:08AM
i couldn't see rage-gen lowering beyond a certain point without failing. tanks just don't spec for rage on hit, because they can't hit like fury or get extra rage like arms. their best resource is still the block/parry/dodge/damaged rage, which totally removes them from rage concerns most of the time.
i thought that tanks were usually the focus of eliminating resource management, while healers were the pile it on group. i mean, wasn't that why they had to fiddle with pally mana, and rage while shielded? a tank that runs dry or can't get going is not able to hold aggro or properly defend themselves, which can easily lead to a wipe.
Bikhai Jun 5th 2011 4:25AM
Nice article as usual. I have to admit, I was honestly expecting a full article on the 4.2 proposed nerfs. You seem rather apathetic about/numb to the changes, but I honestly do not understand them.
I will admit that fury damage seems a bit high right now, but I think it is mostly due to the 40% (!) buff to white damage last patch. Why buff white damage if you are going to immediately nerf weapon damage? Does it come out as a wash, a net nerf, or a net buff when it is all said and done? I'd be interested in what the motives are here, given that the spec received what in my opinion was an over-the-top buff to begin with.
As far as arms goes, I'm confused about the change mostly because I don't see it as a chart-dominating spec in its current iteration, save tip-top end gear. When I dps as arms in raids I pull a [semi]respectable 13-16k dps as arms in about ilevel 349 gear (depending on the fight), so it may just be that my numbers are lower than they should be, but I think I'm decent enough to be able to tell if my spec needs to have the majority of its damage-dealing abilities nerfed by 8%.
tl;dr: I don't understand the need for or the motives behind the nerfs. What's the deal?
Harm Tacoma Jun 5th 2011 7:50AM
Statistics do show warriors are above quite a few other classes including death knights at the moment in raiding dps. Death knights are seeing slight nerfs, its only fair that warriors see a bigger nerf.
rkaliski Jun 5th 2011 9:11AM
Harm,
Show me statistics from the entire game to back up your claim. I can "prove" brand X golf ball travels much further than every other brand simply by including only gifted players such as pros and top amateurs. Numbers can lie like rugs when we want them to.
Reading the stuff coming out of the PTR does not make me want to dust off my warrior and come back to WoW.
Blayze Jun 5th 2011 10:17AM
Vengeance is simply too powerful a tool for threat to be an issue for me once it starts stacking--so I sacrificed as much of my Hit and Expertise as I could. Hell, it seemed that was the way Blizzard wanted us to go--we were already dealing with Stamina, Dodge, Parry, Mastery, Block and Armour (To an extent), so I thought they wanted to make sure we didn't have to deal with Expertise and Hit as well.
Then the Firelands equipment starts getting listed from the PTR, and I notice a bunch of tanking equipment with those stats dumped on them--including a tanking ranged weapon which is, by its very nature, designed purely for Protection Warriors.
I don't know if this means a nerf to Vengeance is upcoming with Blizzard telling us that we should be capping our threat stats--or if it's them once again pre-empting the best-geared Warriors from becoming unstoppable juggernauts by nerfing every last one of us.
Perhaps it's the same with the DPS spec nerfs.
MainOutland Jun 5th 2011 12:21PM
The nerf is to bring us in line with reston ptr due to the higher weapon dmg, - Atm in top tier gear we warriors are shredding through the meters.
b2831665 Jun 5th 2011 1:20PM
Warrior dps is currently one of the highest on a stand still single target fight. This is the reason for the nerf. Here are some examples of this...
http://raidbots.com/dpsbot/Argaloth/25N/100/14/30/default/
http://raidbots.com/dpsbot/Chimaeron/25N/100/14/30/default/
http://raidbots.com/dpsbot/Al%27Akir/25N/100/14/30/default/
Please keep in mind that on both Argaloth and Chimaeron warriors are unfortunately required to attack the front of the boss so this limits their dps potential.
It would be appropriate to buff fury aoe however to compensate for the overall dps nerf.
Natsumi Jun 5th 2011 2:45PM
You picked 3 of 13 boss fights (including the joke fight that is Argoloth). How bout you take a look at where they stand on the other fights too, justifying nerfs based on 23% of the boss fights that FAVOR the specs is silly, just as I could say, "look where they are on Twilight Council, Atramedes, and Conclave of Winds, these nerfs will be devastating"
b2857069 Jun 5th 2011 7:26PM
On these fights they are:
the 2nd highest melee dps on council
http://raidbots.com/dpsbot/Twilight_Ascendant_Council/25H/100/14/30/default/
the highest melee dps on atramedes
http://raidbots.com/dpsbot/Atramedes/25H/100/14/30/default/
and the highest melee dps on conclave
http://raidbots.com/dpsbot/Conclave_of_Wind/25H/100/14/30/default/
What you see is a problem with fights that favor ranged over melee. Warriors are overpowered for melee classes, ranged being overpowered in general is a completely separate problem that I hope is soon addressed.
Blayze Jun 5th 2011 7:45PM
The problem is less "ranged is favoured over melee." It's more "we're being actively punished for taking any melee at all."
portague Jun 6th 2011 3:05AM
On couple of those samples I am surprised how good arms is. Well at least they got arm warriors up on the list. Though it would would be nice to have some more raid bosses favor melee it really seems out off balance on that part.
Anti Jun 6th 2011 10:14AM
What is that really shiny shoulder in the first two pics?
Irish Jun 6th 2011 5:48PM
Bloodthirsty shoulders
Irish Jun 6th 2011 5:47PM
Nerf me baby.... Look lets be honest fellow warriors, we are one of the rawest classes in the game...We are no frills here to wax that arse at all times, so the nerf doesn't bother me so much its just the cycle of the games..... That being said I am not a fan of recount and merely PVP on my Arms "no nonsese" warrior....There is nothing better out there, and no matter how big the nerfbat gets, the Arms warrior will always be feared.....
FBMWhite Jun 7th 2011 11:57AM
I'm arms, I have 372 weapons (Just got 372 Cho'gall axe), and I need to be nerfed. I blow the melee DPS out of the water as is, was #1 DPS on our last H Chim kill, and when I get my hands on 4.2 weapons it's going to be sick. So I don't view the changes so much as a nerf as an adjustment to bring us in line when we get our hands on even better weapons. Have you seen that Sulfuras thing?
Of course the problem is that I have like 13 WoL rankings and a few of them are top 10. So you may have a different view of the situation.
martin.iglesias19 Jun 8th 2011 12:18PM
T.T
Bazro Jun 13th 2011 10:39AM
Hi,
Interesting articles on rage. I have read them with keen interest, since I have been trying to work out how to possibly get the most out of it. I have been doing some testing with the Fury TG and SMF specs and gearing for the past few weeks now. My avg ilvl has been 351 to 354 ( a mix of epic 359, 353 and heroic 346 gear).
I have found with both specs (TG and SMF at an avg ilvl of 354) that rage increasing = (22 or more Hit rating + 7.81% haste or more haste). From there if you get better gear to cap hit (at 27) and touch up haste that improves the rage mechanic.
I have note reached the 27 hit cap yet, but when I increase my hit rate above 22 hit along with increased haste that seems to improve my frequency for more rage.
Add Strength (for harder hits), Mastery (for more enrages) and Crit (for more bleeds, i.e. Deep Wounds) then that = better DPS.