The Care and Feeding of Warriors: Patch 4.3 and its implications

I admit I was hoping there would be more changes to warriors to talk about by now. At least so far, the patch 4.3 PTR has been fairly quiet on the warrior front. Sure, fury got a nerf, and a fairly large one. Fury's been the melee spec that's actually done good damage this raid tier, so I knew the writing was on the wall for it. What I didn't expect was the particular blend of buff and nerf that the spec has seen. Meanwhile, arms and protection have not changed at all, and this far into the PTR, I find that kind of baffling.
Nerfing Dual-Wield Specialization to remove the 5% physical damage bonus -- that, I understand. It's an easy Band-Aid to rip off of the spec to flat-out reduce all damage done, and with all physical attack power buffs adding 20% instead of 10% melee AP in 4.3, it's likely we won't really even feel it. What that change does is lower fury's base so that it doesn't scale better than every other melee once the AP changes are in. No, I'm not surprised at all by that, and I wouldn't be surprised if Precision gets a nerf as well to reduce our white damage slightly. While I absolutely do not agree with these changes, believe them justified in any way, or support them, I at least understand them.
Fury and the middling mastery
What absolutely baffles me is the change to Unshackled Fury and what it means for the spec. If you remember, back in patch 4.1, mastery was mauled for fury warriors. While very other spec of warrior starts at a base of 8 mastery points (so that, naked, you have 8 mastery), fury starts at 2. This means that, at the baseline, Unshacked Fury gives you 11% more benefit from Enrage effects ever since Patch 4.1. This has made mastery an undesirable stat for fury, neck-and-neck with haste for least wanted. Crit and hit both give warriors more, and since 4.1, mastery has been wholeheartedly eschewed. Patch 4.3 changes Unshackled Fury back to its pre-4.1 state.

This change is baffling to me because the entire reason for the original change to Unshackled Fury was that Blizzard was worried that mastery was simply too good for fury warriors, that stacking it could lead to ridiculous Raging Blow burst damage in PVP and would allow for over 100% benefit to enrage effects in PVE. Now, in a patch where we're nerfing all warrior damage by 5%, we're also going to buff baseline mastery back up an additional 6 points? 33% baseline effect from mastery before we even have a single piece of gear on?
This leads me to wonder several things. It leads me to believe that we absolutely will see more nerfs to fury if this change to mastery goes live. I don't see how you could possibly buff mastery (a stat that was nerfed entirely due to its large burst damage potential) without at the very least reducing the Precision auto-attack buff, especially since that buff was first introduced to compensate for the fury mastery nerf. (It did that, so well that hit became the secondary DPS stat for fury and mastery fell.) More interesting than that, however, is the implication that the change to mastery in 4.1 was not fully anticipated, or at least the full effect of it was not.
How mastery stopped mattering
Mastery is supposed to be a stat you want to see on gear. For a protection warrior, it clearly is; I love mastery on my tanking gear, and I'll even reforge stats like hit and/or expertise to it. For arms, it's still a relatively strong stat even though the ability it modifies (Strikes of Opportunity) isn't as potent as Unshackled Fury. But the massive, massive drop of six full mastery points for fury as opposed to arms or protection made the stat simply unwanted. No one seriously accumulates it.
This leads me to wonder several things. It leads me to believe that we absolutely will see more nerfs to fury if this change to mastery goes live. I don't see how you could possibly buff mastery (a stat that was nerfed entirely due to its large burst damage potential) without at the very least reducing the Precision auto-attack buff, especially since that buff was first introduced to compensate for the fury mastery nerf. (It did that, so well that hit became the secondary DPS stat for fury and mastery fell.) More interesting than that, however, is the implication that the change to mastery in 4.1 was not fully anticipated, or at least the full effect of it was not.
How mastery stopped mattering
Mastery is supposed to be a stat you want to see on gear. For a protection warrior, it clearly is; I love mastery on my tanking gear, and I'll even reforge stats like hit and/or expertise to it. For arms, it's still a relatively strong stat even though the ability it modifies (Strikes of Opportunity) isn't as potent as Unshackled Fury. But the massive, massive drop of six full mastery points for fury as opposed to arms or protection made the stat simply unwanted. No one seriously accumulates it.

This is to give you an idea of the average fury warrior in T12 hard mode content. My mastery is as low as I can contrive it to be. I have reforged every bit of it I could possibly move away into crit, hit or even expertise. I even have more haste than mastery. With these changes, as soon as Patch 4.3 drops, I'll lose 5% physical damage from Dual Wield Spec and gain six mastery, increasing my enrage effects from their current 23% increased damage to 56%.
Frankly, 56% more damage from every Raging Blow, from every Death Wish, and from entering Enrage has the potential to more than make up for the lost damage from DW Spec, and that's not even considering what will happen if I reforge back toward mastery. At least part of this swing back to pre-4.1 numbers, if it's not an accident, has to be to account for the fact that mastery is right now simply terrible for SMF fury and has a strange bell curve effect for TG fury where it's terrible, then decent, and then terrible again. Mastery should be a stat you want on your DPS gear. You shouldn't always reject it because it's simply too difficult to get any real benefit out of it compared to other stats, and that's what the 4.1 changes did (as I complained incessantly at the time). I believed then and believe now that the changes were made to reduce fury's burst damage in PVP, which leads me to wonder if fury became simply too uncompetitive in high-end Rated BG and Arena play. I've done both as fury, but I will admit to preferring protection, which in of itself might be all the indictment fury PVP needs at the highest levels.
In the absence of changes to arms and prot as of this writing (remember, it's the PTR -- things can and do change at any moment), what we're left with is a series of changes that say that Blizzard is fairly serious about fury DPS being too high, but also that mastery is simply not an attractive stat for fury warriors at present, which is absolutely true. I expect further nerfs (most probably to Precision) if this change to mastery goes live, rolling back the 4.1 change to mastery and potentially returning the statistic to its 4.0 luster as a stat for fury warriors.
Next week, BlizzCon will be in full swing, and while everyone else will be out and about having fun, I'll be stuck here. Sob. Expect more talk about arms, unless something PTRish happens or BlizzCon itself reveals something massive for our class.
At the center of the fury 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.
Frankly, 56% more damage from every Raging Blow, from every Death Wish, and from entering Enrage has the potential to more than make up for the lost damage from DW Spec, and that's not even considering what will happen if I reforge back toward mastery. At least part of this swing back to pre-4.1 numbers, if it's not an accident, has to be to account for the fact that mastery is right now simply terrible for SMF fury and has a strange bell curve effect for TG fury where it's terrible, then decent, and then terrible again. Mastery should be a stat you want on your DPS gear. You shouldn't always reject it because it's simply too difficult to get any real benefit out of it compared to other stats, and that's what the 4.1 changes did (as I complained incessantly at the time). I believed then and believe now that the changes were made to reduce fury's burst damage in PVP, which leads me to wonder if fury became simply too uncompetitive in high-end Rated BG and Arena play. I've done both as fury, but I will admit to preferring protection, which in of itself might be all the indictment fury PVP needs at the highest levels.
In the absence of changes to arms and prot as of this writing (remember, it's the PTR -- things can and do change at any moment), what we're left with is a series of changes that say that Blizzard is fairly serious about fury DPS being too high, but also that mastery is simply not an attractive stat for fury warriors at present, which is absolutely true. I expect further nerfs (most probably to Precision) if this change to mastery goes live, rolling back the 4.1 change to mastery and potentially returning the statistic to its 4.0 luster as a stat for fury warriors.
Next week, BlizzCon will be in full swing, and while everyone else will be out and about having fun, I'll be stuck here. Sob. Expect more talk about arms, unless something PTRish happens or BlizzCon itself reveals something massive for our class.
Filed under: Warrior, Analysis / Opinion, Raiding, Cataclysm






Reader Comments (Page 1 of 1)
Sleutel Oct 15th 2011 6:08PM
With all of the in development innovations that are things that Blizzard was "never going to do," I wonder how long it's going to take them to separate PvP from PvE. Trying to balance two completely different styles of gameplay using abilities and talents that work exactly the same way for both is a neverending tug-of-war that leaves neither side satisfied.
Schadenfreude Oct 15th 2011 6:44PM
Agreed. I really wish Blizzard would stop putting slips of paper under the legs of an increasingly tottery chesterfield, and just throw it out and buy two armchairs already.
Kaphik Oct 15th 2011 8:57PM
If Blizzard did that, warriors wouldn't be nerfed then buffed then nerfed then buffed then nerfed then buffed then nerfed again each expansion. Where's the fun in that?
k1rz4n Oct 15th 2011 11:23PM
When there's room for fixing, you don't fix everything right off the bat. Because then the people paid to fix things get fired. Blizzard likes its never ending tug-of-war design of using the same THREE specs for PVP AND PVE. They are like shady computer repair people. They break things on purpose and get away with it due to customer ignorance, then fix it and look like heroes. It's just a matter of which class' turn it is.
They simply just can't revamp the game at this point. I think the saddest thing out of all that poor design is that other companies are using the WoW model to build their games. It's an old, untested (well... not really at this point, it sucks) model that just never works.
Ultimately, when you get to the end of the road, it's all about bragging rights. When you can't get any more PVP gear, you do it for fun alone. This is what people need to understand. The fundamentals of PVP aren't about getting points to get gear, this should be secondary. It's about killing other players and feeling good about yourself for doing it and bragging about it. That brings up another issue with their design. The HUGE gap of character strength between low PVP gear and best PVP gear.
Sleutel Oct 15th 2011 11:31PM
@k1rz4n:
I think that's overly cynical... or perhaps not cynical enough, in a different way. No publicly traded company is going to keep positions they could easily eliminate for the sake of doing busywork. If this were just about the people responsible for doing the balancing, they'd have eliminated the difference and fired them all just to save the company a lot of money on salaries and benefits.
In A World (XBL) Oct 16th 2011 4:36AM
Maybe they should have "load-outs" (sets of gear/weapons/perks) that you chose from when you enter a BG or Arena. It would not be actually on your character outside of PVP instances, but you could spend Honor to upgrade the load-out. You would not have your usual gear or talents within the BG, so there would be less variability and you would have to play your class slightly differently, but it would allow for better balance.
paulmewis Oct 15th 2011 7:58PM
Maybe they'll increase the baseline but decrease the scaling. 2 --> 6 mastery but point for point a drop like... idk 5.6% to 4%.
I can't see how increasing the base coefficient will increase desire for it. Going from 5 to 6 and 23 to 24 is still the same about of extra dps, even if percentage-wise its lower and lower.
Anyone can see there won't be much point in nerfing something that you already shun, so precision is an obvious target on that regard.
Eyevo Oct 15th 2011 8:21PM
Agree with Schad and Sleutel.
I would at least expect a bit more clarification on why these changes go into the PTR and sometimes live. I'm sure we'll get some explanation for the DW nerf coupled with the Mastery buff.
It does seem they are trying to make Mastery more attractive to TG Fury warriors as that has been a bit of a bullS@!t stat for us this whole expac, and from watching some clips from last year's BlizzCon, the devs saying something like "We want mastery to be a very attractive stat that you'll want to stack for your particular class and spec, rather than having over-complicated sub-stats like Armor Pen etc", it seems as though this is a step towards that for TG Fury. Bit of an awkward one, but yeh.
*shrugs* I guess we'll just have to see what else transpires before 4.3 goes live. Still a bit of time before that. And i suppose a few people will ask about it during the Class panel. Wait...i mean, they should..right?
Ianmis Oct 15th 2011 9:45PM
Nice article.
However, this is the first time that I've seen it said that Mastery was the least wanted stat. That or I've been misreading what was said before. Regardless, I tend to use AskMrRobot.com for reforging, gemming, and enchanting my gear. My question is, are the stat weights at AskMrRobot.com wrong? If so, what should they be? Since I'm asking about fury, what about protection and arms?
Also, I once read what the block cap was for warriors but have forgotten it and I am having trouble finding it again. Would anyone happen to know it and be willing to share? I do recall it being said that some bosses, ie. Baleroc, was higher but I just looking for the general purpose block cap.
Arrohon Oct 15th 2011 10:32PM
Somewhere around 102% I think. I don't know for sure though.
Luke Oct 15th 2011 10:53PM
Askmrrobot.com uses Simulationcraft, and as of this moment the stat weights they are showing are correct.
JiggyBOOM! Oct 15th 2011 11:44PM
I am kind of confused as to why Fury warriors do not want mastery. 5.6% per point in mastery is a VERY LARGE boost to Enrage damage. Checking out other specs, even those with conditional mastery bonuses, 5.6% is enormous.
Nerfing the base mastery level has NOTHING to do with how much benefit you get from more mastery on your gear. If mastery started out as 0% enrage bonus, but you have enough mastery to put it up to 25% enrage damage, that's just as good as taking it from 25% to 50%. Is there some sort of exponential stacking that I am not figuring in?
If you deal 100 damage with a normal enraged attack, and you increase from 0% to 25% increased damage, going to 125 damage, that's 25% more damage. From 25% to 50%, going from 125 to 150 damage, that's only 16.67% more damage.
That looks like the more mastery you have, the worse it is value-wise. So, having the base mastery low is GOOD!
Luke Oct 16th 2011 12:32AM
Rossi kind of explains this but the TLDR version could be summed up as Burst does not equal sustainable damage, and you're already behind stat wise.
The fact that Fury starts off at a lower base line mastery means you need more mastery to achieve what the other stats already do for us. This is one reason mastery has a low stat weight, you're already behind and would need to sacrifice other stats to make it up. Which means your sustainable (not burst) damage would take a huge hit and reduce your dps output across the board regardless of how much burst damage you can put out.
robsmith77 Oct 17th 2011 9:55AM
I used to think the same thing until I realised that Mastery only affects a single offensive ability, Raging Blow, whereas as Critical Strike rating and Hit affect all my offensive abilities.
And bear in mind that we're talking raiding or end-game stats here. As I understand it, Enraged Regeneration is also affected by Mastery so could be useful whilst levelling (more healing means you can take on more mobs means less down-time).
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Dan Oct 16th 2011 2:41AM
Mastery failed as a stat almost like Armor Penetration, useless on some spec and too good on others.
Sucks we are 3 expansion in and Blizzard is still making mistakes and experiments like this.
Killik Oct 16th 2011 11:01AM
Isn't it possible that these 'mastery changes' are just the result of datamining, rather than plans for the future of Fury. Don't get me wrong, it would be nice if Mastery mattered again.
Then again, perhaps reforging has resulted in expertise being the only interesting stat that Fury Warriors use. Everything else you always either need more (crit/hit), or as little as possible (haste/mastery) via reforging.
rkaliski Oct 16th 2011 12:38PM
I've been in the game since Vanilla. Blizzard never seems to be able to get close to something acceptable when making changes that don't involve overshooting the mark. They are like a dart player who compensates for being off the bullseye by throwing the next dart two feet to the right of the board. Next dart after that, two feet left of the board. Finally they are back on the board and probably further from the bullseye then when they started.
OH there was nerfs before there was organized PvP because of complaints from other classes that warriors were overpowered but changes came slowly. They have set themselves up with an impossible taks. PvP in battlegrounds will never be fair. You simply cannot get the same mix of skills and classes each time. So it will always be sometimes you get the bear and some times the bear eats you. World PvP and battlefields should use the PVE game.
If arena is to be a test of skill and not gear, why not make it a totally different game? Everyone starts with the same default gear and works their way up. Please dont tell me that if would be a problem for players to learn to play a toon where the skills and mechanics are different from PvP and PvE. Don't tell me they can't make a different system for PvE and PvP.
Thinking of coming back to WoW till at least SWTOR comes out. I want to do the holiday events. Raiding...eh. Its just more gear for the grind that will turn into dust come the next expansion, at least until Blizzard tries something different. WoW is getting a mite tired and "shudder" boring.
danxfer Oct 16th 2011 12:27PM
How did the nerf to fury mastery (base 8 to base 2) make it a less desirable stat?
The mastery-per-point still remained the same. The effectiveness of getting fury mastery remained the same.
Someone please explain :)
Frosthaven42 Oct 16th 2011 2:07PM
Totally outta left field, but what is the addon in those pictures?
I just hope that if the change to mastery does make us too powerful, and they nerf us into the ground in places we don't need it.