The Care and Feeding of Warriors: The state of the class

So, as of right now, at least for warriors, the following things can be said.
- Warriors are still competitive as tanks. Two issues that are of concern for warrior tanks is that reaching total coverage for the combat table requires more work than, say, paladins (it's still doable) and once you reach it, stamina becomes far more potent than avoidance, and the tier 13 four set bonus basically puts you in an unenviable position of having to save your Shield Wall (a personal cooldown) to try and cover group damage. In general, warrior cooldowns are lackluster in comparison to other classes.
- Arms is king of PvE DPS for warriors. It's not really because arms got better, but fury got a lot worse. Mastery is still lackluster for fury (bad for SMF, slightly less bad for TG), hit is still way too hard to cap, and the nerf to Dual-Wield Specialization combined with the fix to the Deep Wounds bug has hammered fury fairly hard.
- In all cases, Gurthalak is basically the Band-Aid that keeps warriors viable as DPS. If you don't have one, you're doing less DPS even if you have a weapon with competitive stats. I'd replace a heroic Zoid's or Skullstealer with a Raid Finder Gurthalak and consider myself lucky.
- PvP isn't a lot of fun on a warrior right now. We lack real survivability buttons outside of Shield Wall (which needs a macro to work due to stance switching unless you're prot) and don't put out enough damage or debuffs to stay competitive in the Dragonwrath/Fangs of the Father universe that is PvP right now. (I know, right now it's far more likely the rogue merely has stage 2 daggers. Those are enough.)
Mastering mastery and the combat table
Warrior tanking is still mobile and engaging. For warriors who mainly tank in 5-man groups (and I'd say, for all tanks mainly in 5-mans), no one tank class is so far above any other that it's worth worrying about balance at this point. We know that 5.0 is going to see significant changes to tanking and tanking stats, so reworking tank balance at this point would probably be a bad idea.
Right now, it's possible to hit the magical number of 102.4% combined block, dodge and parry to render a warrior tank unhittable by normal attacks. If you're a long-time warrior who looks at that number and says "Hey, waitaminute," you're right -- it's the same number we used to aim for to push crushing blows off of the table, and it used to only be reachable via Shield Block.
Please keep in mind that combining block, dodge and parry to hit 102.4% does not mean you're actually not being hit at all. It means that no hit will be unmodified. In other words, if a boss swings at you, the hit is going to be a dodge, a parry, or a block no matter what. Remember, blocks still connect with you; they simply lose some of their damage to the Block mechanic. For a warrior, a blocked attack does 30% less damage unless it is a Critical Block, in which case it does 60% less damage. Using Shield Block, a warrior who is already completely covered on the combat table can increase his or her chance to Critically Block by up to the full 25% extra block from the ability.
Mastery is still the strongest stat for tanking warriors right up until you hit that combined Block/Dodge/Parry chance of 102.4%, but once you're there, stacking a ton more won't do you any real good. Once all attacks are going to be a block, a dodge or a parry, making more of them blocks will just mean you take more damage, ultimately, since dodges and parries are complete avoidance while blocks just reduce incoming damage by 30/60%. There's no way to increase how much damage a block can reduce outside of Critical Block's effect, and mastery doesn't make it reduce damage any more than that 60%; it just makes it more likely blocks will be Critical Blocks when you use Shield Block.
In essence, focusing on mastery until you're at that combined 103.4% makes perfect sense, but focusing on it beyond that is fruitless. This means that past that point, stamina is again your best friend. This is certainly more nuanced then the old days of Icecrown Citadel tanking, where people just mindlessly stacked stamina. Now you need to play a kind of Avoidance/Mitigation Tetris, shuffling toward 102.4% combined before starting to work on stamina.
It's no secret that it's a lot easier for paladins to hit this than us, but it's still possible in current gear to get there, especially with proper gemming, reforging and enchanting. This is the reason people say mastery is too good for tanking warriors and the reason we're going to see changes in 5.0. Right now, however, it's your best gearing strategy. Rendering incoming damage nice and predictable is the goal, and it's achievable.
As far as the two- and four-piece set bonuses for tier 13 protection, well, two-piece is really nice. Four-piece isn't bad except that it forces warrior tanks to make a choice I don't think they should have to make. (I wouldn't be in favor of it for any tank, but I don't write a generalized tanking column, so warriors are the class I talk about here.) Making Shield Wall into a lesser man's Divine Guardian just steals Shield Wall from us and forces us to rely on Last Stand too much. (As it is, since Last Stand and Rallying Cry share a cooldown, some tanks don't even take LS anymore.) It's up to individual taste, of course, but since Shield Wall is the big warrior tanking cooldown, I don't like making warrior tanks nervous about using it.

I actually went arms back in 4.2, when it was behind fury. Since then, the fairly savage beating fury took from the 4.3 nerf combined with the bug fix to Deep Wounds (either of which was justified on its own, but combined were not) left me glad I did. Arms isn't burning up the charts, but we're actually fairly solid on fights like Ultraxion where you don't have to move around a ton, or fights like Yor'sahj where you can AoE your brains out. I'm finding that I have to have a single-target arms spec and an AoE arms spec, which I find kind of annoying, but it works, so I guess I can't complain.
What I found amazing and heart-rending is how fast fury fell out of favor, to the point where it's not even worth discussing it when comparing top DPS specs in Dragon Soul. Part of this is the fact that Gurth is basically the prop that's keeping warriors competitive at all. Gurth's proc is very good, and if you take that proc out of the equation (SMF warriors don't have a clear equivalent, as the Souldrinker proc just isn't as good), warriors would be even lower down on the food chain. TG warriors are still simming and arguing which weapons are best for them, but the fact remains that arms is both easier to gear and is putting out better DPS in most cases right now for most warriors. (Personally, I'd love to have conclusive numbers telling me if off-handing my Ataraxis would give me better numbers or not; I just don't yet.) The very fact that so many people abandoned TG fury so quickly in 4.3 makes me wonder if the numbers are going to be skewed against it, since it's harder to determine how it's doing if no one uses it to provide data about how it's doing.
Neither arms nor fury sets the world on fire in PvP right now. Both can work, if you have the right comp (if you know a warlock and shaman who like to PvP and like you, for instance), but neither are making anyone quake in their boots at the sight of you. Basically, any comp that's good with a warrior will probably be better without one, unless the warrior's skill is just sky-high. When it comes to PvP, I'm not that guy.
To sum it all up, warrior tanking is a solid B, as good as it needs to be right now, but marred by a mediocre set bonus that doesn't manage to detract much. Mastery is still king for warrior tanks until you hit absolute coverage of the combat table. What we used to do to push crushing blows off now works for general use. Arms is our DPS spec. Fury needs love, and quickly. I'd like to see some PvP buffs.
Next week, a basics guide to how to tank -- specifically, for the beginner, what buttons to hit and when.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Cataclysm






Reader Comments (Page 1 of 3)
blanchard1992 Jan 7th 2012 6:25PM
I'm looking forward to the Column next week. I've a Warrior alt that I've been Tanking on since 15 (now 78) but I still think "OMG I'M GONNA DIE PUSH ALL THE BUTTONS" and I'd rather not have it seem like my tanking is similar to me bashing out an essay 2 hours before deadine.
pandadragoon Jan 7th 2012 9:24PM
can't wait as well. just starting my first tank alt as a warrior
Peebers Jan 8th 2012 6:28AM
oh yeah! me too. I got a small taste of war tanking durring brewfest and hallows bosses. but def felt like I was flailing a bit.
Calybos Jan 10th 2012 4:35PM
Heck yeah! Here's hoping "basics" and "beginner tank" don't mean "level 85 tank just starting to raid with heirlooms."
slvrbolt32 Jan 7th 2012 6:44PM
So is it better to use the RF Gurthalak over a 397 Ataraxis as Arms?
Angus Jan 7th 2012 7:27PM
Yes.
The proc accounts for so much DPS that it simply dominates any weapon that ISN'T it.
It's like Shadowmourne, but anyone can grab it and the plate DPS needs it to keep close to fire mages with legendaries. By close I mean in the same neighborhood, not the same playing field.
Natsumi Jan 8th 2012 12:10AM
is that before or after the recent nerf the proc took?
Pyromelter Jan 8th 2012 12:52AM
I thought the proc was nerfed just for ret pallies?
Ez Jan 8th 2012 1:37AM
i just got it and with Axe of the Tauren Chieftains i get way more dps, 17 to 27k with Bones of the Damned and HoT gear. Use Max DPS.com for gear upgrades and enchant/gem info
jfelixmv Jan 7th 2012 6:51PM
As for tanking, I would focus in the fact that a lot of boss mechanics ignore warrior mastery, leaving it in a bad spot for raid tanking, since the absorbs mastery (dk and druids) does work against those mechanics.
Stomp on Morchok, potent DK self healing that does not trigger Deep Corruption in Yor'shaj, Focused Assault in Hagara and Impale in Madness come to my mind. Paired with better cooldowns in the other bosses (Ultraxion, Zon'ozz namely), tanking Hard Modes as warrior is not as enjoyable as expected when imagining our full CTC sets back in 4.1.
swelt Jan 8th 2012 7:13AM
Totally agree. It seems like two depts in Blizzard were giving the same memo: "block tanks are going to be easily capped this tier, deal with it.". The class design team decided to buff DK and Feral passive abilities to match. The encounter design team decided to include a bunch of mechanics which bypass block. Neither change on their own is unbalancing but both together are.
Arrohon Jan 7th 2012 7:03PM
In LFR I'll be about 2-3K behind another *slightly* lesser geared arms warrior, while I'm fury (with 2 Gurth). It simply gave me an excuse to try out arms. Now to get moving and make some gold so I can get those glyphs (and respec since I somehow managed to not pickup Bladestorm /facepalm). Plus I don't exactly need 10% hit as arms...
Pyromelter Jan 7th 2012 7:21PM
Are they removing stance restrictions from abilities in MoP? I think stances are fine in terms of the bonuses they give (+AP, +armor, etc), but you don't see restrictions on actual abilities for example on death knights or paladins. The DK model would seem to fit the best with the warrior model: 3 stances, each with it's own bonuses, not locked out of any skill, but given bonuses to certain skills and types of damage/defenses.
Stance restrictions on abilities should have gone away in wrath, the fact that you can't use Rend or thunderclap in berserker stance never made any sense to me.
Natsumi Jan 8th 2012 12:12AM
All abilities will be usable in all stances.
Battle Stance will be for Single Target.
Berserker Stance will be the AE stance.
Defensive will be the Tanking Stance (should go without saying, amiright?).
Pyromelter Jan 8th 2012 12:51AM
Thanks for the response natsumi... and thank goodness for the change.
Voen Jan 7th 2012 7:24PM
Great, I've been waiting for a tanking guide from you! I have relatively good gear waiting for me to get the confidence and try it out. Problem is I always want to be at least good before I even do anything. You know, have the bace knowledge that what I'm doing is correct and best. I just don't know what stats I should reforge and gem to and how much. It's so easy with arms, I just use wowreforge.com and have that 8% hit and 26 exp and reforge haste to something better. Anyway, I've been playing as arms since I created my Forsaken warrior. It's nice to feel some love for us who enjoy to play arms. Luckily I've always been able to raid as arms but have hoped for some dps balance between arms and fury. Maybe we get nerfed next. :)
Arrohon Jan 7th 2012 7:37PM
Arms isn't getting any love. It's like a really good looking girl having an average looking sister. The more attractive one then gets the crap beat out of her, and now looks horrible (stand against domestic abuse!). The average sister now looks better than her formerly attractive sister, but still looks the same. Either way, when given a choice you should choose whoever you like the best.
clundgren Jan 7th 2012 9:33PM
The only spec that is burning up the charts, literally and figuratively, is fire Mage. But Arms are in excellent shape, ranging from solidly competitive on normal modes to outstanding on heroic.
For that matter, Fury is fine. It is currently within about 5% of the median, well within the margin where player skill makes up the difference for the vast majority of players. And the better your gear is, the better fury gets, more so than almost any other spec.
Good fury warriors still do excellent dps, but Arms really is strong this patch cycle.
Natsumi Jan 8th 2012 12:23AM
I think that it's the fight mechanics that that are pushing Arms ahead, more so than the nerfs Fury took (though that DOES have an impact as well). On top of that the 4/5 T13 set bonus almost guarantees that Arms will have the CS debuff up for the majority of any boss fight.
The fist fight allows you to use the Jugger Talent frequently, causing MS to crit more often.
The Slime Fight supports Arms' Crazy AE DPS style (B&T, SS, and BS = 40K DPS easy).
The Pong Fight gives you free Rage for bouncing the ball back and forth, allowing the use of HS more.
The Frost/Thunder Boss allows Arms superior Mobility to shine.
The twilight dragon fight is all about sitting there and doing your rotation with the occasional interruption due to needing to hit the boss button.
I haven't done the other fights (I got sucked into SW:TOR, so I'm taking a break from WoW) outside of the LFR tool, so I can't really say one way or another on those.
Donko Jan 8th 2012 5:05PM
It's not fight mech. arms has been theory crafted as higher single target and multi target fights, regardless of movement amount.