The Care and Feeding of Warriors: Class and specialization abilities in Mists of Pandaria

Continuing the discussion from a month ago, we look again at the three specializations for warriors in Mists of Pandaria. We can do this because Blizzard itself has released the talent calculator for the expansion, and it has loads of information for us to go over. The calculator lists class abilities and specialization only abilities in addition to talents, which means we now have more details to examine in terms of what's coming.
One thing I noted immediately was that yes, arms is going to be the only tree with Colossus Smash. It will be an ability gained at level 81, and the redesigned CS also applies the current Blood Frenzy debuff rather than its being applied via bleeds. Since this is what we expected would happen with arms in Mists back when we talked about it in October, I think it's OK if we pat ourselves on the back here, fellow warriors. We saw this coming.
Since we have three specs to talk about, let's get started. There's a lot of ground to cover in Pandaria's new talent scheme.
Warrior class skills
Before we talk about spec specific abilities, there are several abilities that are now just class abilities that all warriors gain. Class skill progression is fairly easy to understand, with warriors gaining class wide abilities every two to three levels. Several abilities (like Intimidating Shout) have their current glyphs built into the Mists of Pandaria version, indicating that glyphs may also be getting a redesign. All three warrior stances are now class abilities, and all three have been redesigned, with Battle Stance simply granting 10% extra damage, Defensive Stance reducing damage taken by 10% and increasing threat generation, and Berserker Stance increasing Cleave and Whirlwind damage by 20%. This is in line with what we were told during the class balance Q&A, that there was some interest in redesigning stances so that Battle was the normal DPS stance and Berserker was the AoE damage stance.
I'm not sure I'd want to be stance switching to AoE unless there was going to be a long enough AoE period to justify losing the damage to all my other abilities in exchange for more damage for my Whirlwind and Cleave. I'm also hoping Bladestorm and Shockwave, as the top tier warrior abilities of the new talent tree, will be included in Berserker's AoE boost. If not, Battle may be the superior AoE DPS stance for anyone taking those talents.
It's no surprise to see Rend, Heroic Strike, Enrage, Victory Rush, Thunder Clap, Berserker Rage, Heroic Throw, Pummel, Whirlwind, Disarm, Shattering Throw, Execute, Hamstring, Cleave, Shield Wall, Commanding Shout, and Heroic Leap all included as baseline class abilities. I was a little surprised to see Sunder Armor there, since it's been said that Sunder is being removed, but it's there for the moment. I was also surprised to see Meat Cleaver on there as a class ability, making Whirlwind and Cleave a lot more attractive for arms warriors than they currently are. With there being no apparent stance restriction that I can find on any ability, one could even imagine WW-and-Cleave being used to gather group threat by tanking warriors if they happened to have the rage handy, especially since Meat Cleaver is now baseline.

The real big implication of all this is that nothing is stance-defined or -limited anymore. Basically, you'll be hitting Battle Stance for DPS and Defensive Stance to tank, and at present with so little getting benefit from Berserker Stance, I don't know if you'll want to use it much outside of huge trash pulls. Buffing Zerk to affect Thunder Clap, maybe even Rend from Blood and Thunder, and abilities like Bladestorm/Shockwave seems almost necessary to make it a worthwhile stance. Another possibility would be simply having Zerk increase all damage by 20% when striking four or more targets with a damaging ability. This would mean you'd always want to be in zerk for AoE situations and always out of it otherwise.
Finally, while Shield Wall and Recklessness made the cut, Retaliation is gone. As a cooldown, it really only ever had PvP/soloing and some limited tanking uses, and with so many abilities now usable while tanking, it's probably time to crop it out ... but I'll miss it. In general, we're seeing a solid consolidation here. The one place I'm worried is that we'll end up with warriors macroing Berserker Stance into their WW and Cleave buttons and Battle Stance into everything else, which isn't very interesting. If it ends up like that, why have the stances at all?
Arms spec skills
The first spec ability arms gets is Mortal Strike, which you'd expect and which is exactly what it's always been. The one change here is that Mortal Strike is now a means to generate rage (as are Bloodthirst and Shield Slam for the other specs), and so now each MS generates 10 rage instead of costing any. Seasoned Soldier, the next ability (also at level 10) combines Two Hand Weapon Spec's 12% increased damage with 20% increased bleed damage. Overall, the list of arms abilities is exactly what you'd expect, with Slam (.5 second cast time), Overpower, Lambs to the Slaughter, Blood and Thunder (shared with prot), Sweeping Strikes, Taste for Blood, Strikes of Opportunity, Sudden Death and Colossus Smash.
The real changes for arms will be suddenly having Whirlwind as a viable AoE attack in addition to Sweeping Strikes and Blood and Thunder's Rend-spread. Slam's .5 second default cast time and the general setup for the sepc as of this calculator makes it seem a very likely candidate for rage dumping when Enrage is up, especially depending on your level 75 talent choice. Deadly Calm will only work with HS/Cleave, but Death Wish will make Slam seem more attractive.

Fury loses both Slam and Colossus Smash in Mists. While a new attack (Wild Strike) will be taking its place, that ability works entirely differently than Slam and in addition Bloodsurge is being reworked to make use of the ability. Crazed Berserker, the new fury passive, will work similarly to Dual-Wield spec (40% more damage on autoattacks and 25% more offhand attacks, which means it will directly buff Wild Strike). Wild Strike will also apply the current Furious Attacks debuff (the MS effect) which means you'll want to use it in PvP.
Bloodthirst is now a rage generating attack with a 6-second cooldown. You'll basically hit it every time it's up, because it's how you're going to do everything else. This means that if you can line up an enrage with your Bloodthirst (especially as fury, since your mastery will buff rage generation now), you can fill up your rage bar faster.

Combined with Flurry, fury has a chance of becoming an extremely fast spec. With attack speed increased by Flurry, more white hits will mean more rage, and any enrages you enter will generate more rage thanks to Unshackled Fury. With Bloodsurge lowering the GCD, and discounting Wild Strike, you could easily get into a situation where you're taking in and dishing out rage as a much faster rate than either arms or protection, making fury finally feel like the lunatic berserker it's always wanted.
Protection spec skills
Protection feels the least finished. Shield Slam is the new rage generator for the spec, granting the usual 10 rage, and being buffed by Sword and Board to reset its cooldown and increase its rage generation. What's interesting here is that the two spec-specific cooldowns, Shield Block and Last Stand (Shield Wall being class-wide) are both now expensive, 80-rage abilities. This seems to presage the implementation of the active mitigation model, with abilities like Devastate and Revenge neither generating or costing rage. Essentially, it's up to you if you want to blow rage as soon as it comes in on abilities like Cleave, Rend, Thunder Clap and Heroic Strike or start banking rage for those big, 80-rage cooldowns.
With Shield Wall now back to 5 minutes on cooldown (with no idea if there will be a glyph for it), you can basically start off blowing your rage for threat and rely on Shield Wall for your first cooldown, then start conserving once you've established a rotation for the 80-rage cost Shield Block/Last Stand. Frankly, I'd hope that Shield Block will see its rage cost lowered to match that; it's simply not as good a cooldown as Last Stand right now. Either reduce the cost to like 40 to 50 rage, or increase the amount of block value. This is something we will likely see thrashed out as development gets more earnest.
Prot also ends up the most passive once you hit level 46. Everything you get that's prot-specific at that point is a passive ability. That's strange, and I'd like to see the tree rebalanced so that a few active abilities were added past 50 or so. Perhaps the return of the Wrath standby Damage Shield, tweaked to be an active mitigation ability? 10% of incoming damage instead reflected to the attacker sounds nice.
Next week, I'm definitely going to go over every talent and look at some potential builds.
Filed under: Warrior, BlizzCon, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria
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Reader Comments (Page 1 of 2)
Quinto Nov 26th 2011 8:27PM
I believe prot has a passive ability that lowers the cooldown on Shield Wall by a few minutes.
Ianmis Nov 26th 2011 9:44PM
You sir, are correct. Bastion of Defense at lvl 60, lowers Shield Wall by 180 sec. According to the tool tip current at the MoP calculator.
I don't mean to sound like an jerk, but I've noticed in a few post, recently here at
Wowinsider where the blogger seems to be missing such things as this being stated right in the tool tip. The paladin and I think the mage column did the same thing today. I suppose they could have made some last minute changes at the calculator after these post went live but you guys may want to do some double checking on these things. Doesn't seem like as much is missing as many people have been claiming. I find quite a few things that many said was not there. Just saying.
TheBishop Nov 26th 2011 9:15PM
My big concern is if these new changes will FINALLY bring Arms up to par with Fury, or will it continue to be the ginger brother of the blonde-headed sibling all the raid leaders want. I love the feel of playing Arms, but hate being at the bottom of the DPS charts on every fight.
jordan Nov 27th 2011 1:38AM
Well, now they don't have to worry about other specs putting points in the arms tree so they won't have to balance around that. It will be easier to balance than ever. Not that it's gonna be perfect but it's as close as they can get to balanced.
Jackall Nov 26th 2011 10:43PM
You forgot charge, spell reflection and intervene.
Also with the stance restriction removed from abilities all three warrior specs have the same base mobility: charge to foe, intervene an ally and heroic leap.
Revynn Nov 26th 2011 11:02PM
IIRC, Heroic Leap is on the chopping block. At Blizzcon they said somethig along the lines of "we can't get it to work right, so we'll probably just kill it".
Jackall Nov 27th 2011 1:21AM
"IIRC, Heroic Leap is on the chopping block. At Blizzcon they said somethig along the lines of "we can't get it to work right, so we'll probably just kill it"."
Sorry but you are wrong, http://www.youtube.com/watch?feature=player_detailpage&v=DAOLaij17Ms#t=438s
Helston Nov 27th 2011 1:24AM
Not exactly Revynn, they had to remove it from Wrath of the Lich King because they just couldn't get it to work properly in the WotLK beta.
If they removed it now, a small minority of people who dislike the fact warriors need to be balanced around it in PvP would be happy, but it would indeed be a very sad day to be a warrior.
alapin Nov 27th 2011 2:32AM
Heroic leap and all the charge mechanics is what makes warrior tanking so much fun, because ti grants us the most mobility of any of the tanking classes in a PVE situation. Heroic leap is wonderful to have for fights like Felotious in BOT, where we can use it off cooldown to hop to safety from the AOE attack. Of course if they remove it, I may end up having to make a focus intervene macro to piggy back off a ranged player to get out of quick fixes like that.
I do see its flaws in battlegrounds where the elvation gets to be rather iffy at times and it starts failing like blink does. Though I'm sure that if they retooled it so we didn't have to click target and could just click a button like with blink for mages, it would probably be a more effective tool and would probably have a higher success rate than its current click cast version.
I would like to see a "blink" styled HL put into mists beta (of course still doing the leap animation and AOE splash) to see if that method works better than the current model.
Revynn Nov 27th 2011 1:15PM
I must have misunderstood, then. I know they said that about something, and since all I've ever heard from other warriors about Heroic Leap is complaints about how often it bugs out or doesn't work right, I thought they were talking about HL.
/Happy Panda
I love that ability. Even standing around Orgrimmar I tend to keep it on CD.
Daniel Maccabee Nov 27th 2011 3:22AM
Colossus Smash sure is going to be expensive. 80 rage? Sheesh.
Jordan Nov 28th 2011 1:41PM
Yes but it does allow for huge damage. Its going to force us to time it with a shout. Basically CS, then shout, then what big moves you have (over power MS, slam etc)
khatre Nov 27th 2011 4:16AM
Does anyone know why they pulled shockwave out (level 69, the earliest you could pick it up) and gave it back at level 90?
Wouldn't it have been easier to make it a baseline prot ability at level 90? (or some other level)
I know the game is based around max level characters but it still feels like a prot warrior leveling nerf...
Killik Nov 27th 2011 8:34AM
I agree about taking away abilities you get at a low level only to return them at 90. But the point of giving Shockwave as a talent now is to offer it to Arms or Fury as a PvP option, while Prot could instead go for, say, Bladestorm as some sort of insane aoe tank.
SHamus Nov 27th 2011 4:22AM
Come on !!! Patch 4.3 is about to start would be really helpful if we could get some guidance there ... SMF better or TG ... weapons gearing strategy .. etc etc. i see such timely updates for most classes but for warriors-- we are not getting meaningful updates for months .. intellectual procrastination on something which is probably 6-9 months in future, while we have new patch in a few days ... plse focus
apologies if it sounds impolite ...
Matt Nov 27th 2011 5:04AM
Its exactly the same for warriors next patch as the current one except for the slight nerf to furys damage. Stats are all the same etc...
SG Nov 27th 2011 6:27AM
Not a fan of how they're setting up active tanking. Prot warriors will just attempt to get 100% uptime on Last Stand, and then depend on that huge health buffer + CTC to stay alive. I expect once Monk skills are public and we see how the Brewmaster fits into the game, we'll get a better idea of what to expect from tanking in MoP.
I'm unsure why CS is a rage dump if Sudden Death can proc at anytime. This will lead to a lot of rage banking, where everything but MS is off cooldown but warriors aren't using any skills because they need 80 rage.
But overall, I'm supportive of the big talent shift. Especially for Arms (and other traditional PVP-only specs), as this means Blizzard has no more excuses to not buff them for PVE if PVP viability lies mainly in the talents.
Bloodyaxe Nov 27th 2011 7:45AM
I doubt CS being 80 rage will last very long, or perhaps SD will have some rage reduction tied into the proc. It would make more sense to have slam cost more since it would be the filler attack that's not tied to any cd/proc, so it would be more of an active 'choice' in the rotation.
B1ue Nov 27th 2011 8:29AM
Can you please point to the specific passage that either said or implied Sunder Armor would be going away? Bleed Damage debuff, yes, I can see that in the various warrior and druid tooltips, and piercing shots dying a horrible death, but I couldn't find where sunder armor got the axe. Faire Fire and Expose Armor seem to be in the calculator as well.
There are two passage from the Q/A transcripts that makes me wonder:
"We are removing some of the less interesting buffs and debuffs (+bleed damage, armor, 3% damage, resists are all on the chopping block at the moment." I'm pretty sure this passage from the MoP QA refers to the +Armor buff from Paladins or Shaman, not the sunder armor debuff. The sentence specifically states both buffs and debuffs are on the block, not just debuffs.
From the Class Balance Q/A
"The current 5.0 model is that there are 8 raid buffs: health, attack power, spell power, melee haste, spell haste, crit, mastery and stats.... Also remember there are still debuffs and utility abilities, such as knockbacks and snares."
According to this quote from Ghostcrawler, confirmed in the calculator, the +Armor bonus from Devotion Aura and Stoneskin totem are no longer in the mix, but he does not here name the pool of debuffs available.
Killik Nov 27th 2011 8:47AM
Agreed - rumours of Sunder's death may be premature. The Class Balance transcript seems to be saying that raid *buffs* are getting drastically pruned, rather than debuffs. Additionally, Faerie Fire remains as a Druid class ability - and that provides the same effect.