The Care and Feeding of Warriors: Mists of Pandaria beta impressions

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.
Go ahead and hate me for being in the beta. I know how it is. But believe it or not, I'm running around testing out the new warrior talents, the specializations, and I've even leveled a pandaren warrior to 12 in order to see how the new rage scheme plays out at low levels as well as for my level 85s. I also imported two 85 warriors so I could spec one arms and one fury and then play with talent choices.
Before I get too mired in details, let me tell you about Dragon Roar. Dragon Roar takes the place of Avatar in the level 60 talent tier, with Avatar moving to the level 90 talents, replacing Deadly Calm. At level 60, you can spec Bladestorm, Shockwave or Dragon Roar, and Dragon Roar is fantastic. It's a 1-minute cooldown ability that hits everything within 10 yards of you, doing damage and knocking them back and down for 5 seconds. It does fairly solid damage, too.
What this means is that the level 60 tier is actually compelling now, and you're able to choose between different abilities that each do something interesting. It also means warriors have a knockback that also stuns after it goes off, if they spec for it. Man, I would have loved Dragon Roar when we were doing heroic Ragnaros.
At present, only the pandaren starting zone is open for testing, you can't go to Pandaria yet. So after taking my tauren out for a couple of spins through testing out the new talents and playing with stance dancing, I rolled a pandaren warrior and saw what it felt like to level.
Go ahead and hate me for being in the beta. I know how it is. But believe it or not, I'm running around testing out the new warrior talents, the specializations, and I've even leveled a pandaren warrior to 12 in order to see how the new rage scheme plays out at low levels as well as for my level 85s. I also imported two 85 warriors so I could spec one arms and one fury and then play with talent choices.
Before I get too mired in details, let me tell you about Dragon Roar. Dragon Roar takes the place of Avatar in the level 60 talent tier, with Avatar moving to the level 90 talents, replacing Deadly Calm. At level 60, you can spec Bladestorm, Shockwave or Dragon Roar, and Dragon Roar is fantastic. It's a 1-minute cooldown ability that hits everything within 10 yards of you, doing damage and knocking them back and down for 5 seconds. It does fairly solid damage, too.
What this means is that the level 60 tier is actually compelling now, and you're able to choose between different abilities that each do something interesting. It also means warriors have a knockback that also stuns after it goes off, if they spec for it. Man, I would have loved Dragon Roar when we were doing heroic Ragnaros.
At present, only the pandaren starting zone is open for testing, you can't go to Pandaria yet. So after taking my tauren out for a couple of spins through testing out the new talents and playing with stance dancing, I rolled a pandaren warrior and saw what it felt like to level.

This is the talent pane on my level 12 pandaren warrior, greyed out because he can't actually take any of these talents yet. It's still fairly close to the talent calculator, with the exception of Avatar moving to level 90 and Dragon Roar taking its place. Since I haven't leveled to 90 yet, I can't talk about Avatar, Bloodbath or Storm Bolt, but everything else got at least a few minutes of me playing around with it. Double Time is implemented now, and I ended up preferring it over Juggernaut or Warbringer, but I will admit that the Warbringer stun could be useful depending on the situation.
Interesting choices ahead
Frankly, I have yet to find a spec I feel like I would use for all situations. I think that as far as an attempt to give us interesting talent choices, we're well on the way to that goal being realized. My fury build currently has Bladestorm in it, while my arms build is using Dragon Roar.
Since we no longer have stance-specific abilities, spellbooks are organized into active and passive abilities now. It's not particularly hard to figure out. Stuff you press a button to activate is active, and passive are things like armor specialization or the new Deep Wounds. Since nothing is stance-specific anymore, as an arms warrior, I actually put Whirlwind back on my bar.
Don't count stance swap macros out yet, though. Since Cleave, Whirlwind and Bladestorm get bonus damage from Berserker Stance now (it's an AoE stance, and when you take Bladestorm as a talent, it modifies the tooltip appropriately), I imagine at least some players are going to try and write macros that automatically move you into Zerk whenever you use any of those abilities. In fact, both arms and fury warriors are going to sit in Battle Stance for the flat 10% damage increase single-target and swap to zerk for any AoE, making stance dancing something that's actually designed for again.
Frankly, I kind of hope Blizzard changes the way switching stances brings up a new bar. There's no real reason for it anymore since no ability is stance-dependent and your talents are divorced from your specialization. It was kind of annoying to have to put down three identical bars when I first logged into the beta.
Interesting choices ahead
Frankly, I have yet to find a spec I feel like I would use for all situations. I think that as far as an attempt to give us interesting talent choices, we're well on the way to that goal being realized. My fury build currently has Bladestorm in it, while my arms build is using Dragon Roar.
Since we no longer have stance-specific abilities, spellbooks are organized into active and passive abilities now. It's not particularly hard to figure out. Stuff you press a button to activate is active, and passive are things like armor specialization or the new Deep Wounds. Since nothing is stance-specific anymore, as an arms warrior, I actually put Whirlwind back on my bar.
Don't count stance swap macros out yet, though. Since Cleave, Whirlwind and Bladestorm get bonus damage from Berserker Stance now (it's an AoE stance, and when you take Bladestorm as a talent, it modifies the tooltip appropriately), I imagine at least some players are going to try and write macros that automatically move you into Zerk whenever you use any of those abilities. In fact, both arms and fury warriors are going to sit in Battle Stance for the flat 10% damage increase single-target and swap to zerk for any AoE, making stance dancing something that's actually designed for again.
Frankly, I kind of hope Blizzard changes the way switching stances brings up a new bar. There's no real reason for it anymore since no ability is stance-dependent and your talents are divorced from your specialization. It was kind of annoying to have to put down three identical bars when I first logged into the beta.

No more prime glyphs
You'll notice looking at the glyph pane that there are no more prime glyphs. There's no glyph that adds 10% damage or 5% crit to anything anymore. Major glyphs like Bloodthirst or Mortal Strike add healing or other utility to abilities, while Death from Above (seen above, and watch out!) and others reduce cooldowns and/or increase duration or number of targets.
Minor glyphs are cosmetic or flavor glyphs. I hope that we get back the number of glyphs we had, especially with so many glyphs being utility- or flavor-oriented. At the least I'd like to see four majors and four minors at level 90. I don't have a problem with the decision to remove primes, as they weren't really compelling.
You'll notice looking at the glyph pane that there are no more prime glyphs. There's no glyph that adds 10% damage or 5% crit to anything anymore. Major glyphs like Bloodthirst or Mortal Strike add healing or other utility to abilities, while Death from Above (seen above, and watch out!) and others reduce cooldowns and/or increase duration or number of targets.
Minor glyphs are cosmetic or flavor glyphs. I hope that we get back the number of glyphs we had, especially with so many glyphs being utility- or flavor-oriented. At the least I'd like to see four majors and four minors at level 90. I don't have a problem with the decision to remove primes, as they weren't really compelling.

Unfurling our banners
Since we covered it as a design element last week, here's in-game War Banner. Each of the banners has its own entry in the spell book (the three not-yet-learned spells you see above are Demoralizing, Mocking and Skull Banner, respectively), so you can easily cast them without any weird or clunky fiddling about. Each banner currently has a 3-minute shared cooldown. (I really think Demoralizing Banner could do with a shorter, separate cooldown.)
There's lots of potential for the banners as a new design element for warriors. Just off the top of my head, I can imagine dropping a Mocking Banner into a pack of mobs at its max range, waiting for them to reach me, intervening back to the banner once they reached me, then using either Shockwave or Dragon Roar to stun them as they got near me again ... and finally Heroic Leaping away, just to be the ultimate in yo-yo jerks.
Changes to rage generation
The changes to rage generation should be discussed. Moves that cost rage tend to cost between 20 to 30 rage. (Most offensive strikes cost 30 rage unless they're rage generating attacks like Mortal Strike, Shield Slam or Bloodthirst, which all generate 10 rage.) Mitigation abilities like Shield Block and Shield Barrier cost 60 rage. Since Charge is usable in combat in any stance now, it's very tempting to charge into combat, hit your rage generation attack first, try and use a shout for more rage, and then settle into a rotation getting and spending as you go.
It played a little haltingly for me at low levels when you don't have one of your spending attacks yet, but once you hit level 10 and get your specialization, it gets a lot easier. At level 85, the number of attacks you have to juggle does make rage management something you'll want to pay attention to, but luckily, the increased rage generation from going into an Enrage helps quite a bit. Combined with the lack of stance requirements and having to manage rage generation, it feels to me like it's going to be the primary governor on warriors as both tanks and DPS this coming expansion.
Since I didn't get to do more than run through a couple of Wrath heroics on my 85 (and yes, you can still design an incredibly effective soloing build), I'll talk about how it feels to level a new warrior in Mists of Pandaria. You may or may not care, but if you do decide to roll a pandaren warrior, the animations are smooth and flow well. Seeing the pandaren swing his sword around (as well as watching another pandaren warrior, this one female, do her stuff as well) has me convinced that this will be a fun race/class combination to play.
Since we covered it as a design element last week, here's in-game War Banner. Each of the banners has its own entry in the spell book (the three not-yet-learned spells you see above are Demoralizing, Mocking and Skull Banner, respectively), so you can easily cast them without any weird or clunky fiddling about. Each banner currently has a 3-minute shared cooldown. (I really think Demoralizing Banner could do with a shorter, separate cooldown.)
There's lots of potential for the banners as a new design element for warriors. Just off the top of my head, I can imagine dropping a Mocking Banner into a pack of mobs at its max range, waiting for them to reach me, intervening back to the banner once they reached me, then using either Shockwave or Dragon Roar to stun them as they got near me again ... and finally Heroic Leaping away, just to be the ultimate in yo-yo jerks.
Changes to rage generation
The changes to rage generation should be discussed. Moves that cost rage tend to cost between 20 to 30 rage. (Most offensive strikes cost 30 rage unless they're rage generating attacks like Mortal Strike, Shield Slam or Bloodthirst, which all generate 10 rage.) Mitigation abilities like Shield Block and Shield Barrier cost 60 rage. Since Charge is usable in combat in any stance now, it's very tempting to charge into combat, hit your rage generation attack first, try and use a shout for more rage, and then settle into a rotation getting and spending as you go.
It played a little haltingly for me at low levels when you don't have one of your spending attacks yet, but once you hit level 10 and get your specialization, it gets a lot easier. At level 85, the number of attacks you have to juggle does make rage management something you'll want to pay attention to, but luckily, the increased rage generation from going into an Enrage helps quite a bit. Combined with the lack of stance requirements and having to manage rage generation, it feels to me like it's going to be the primary governor on warriors as both tanks and DPS this coming expansion.
Since I didn't get to do more than run through a couple of Wrath heroics on my 85 (and yes, you can still design an incredibly effective soloing build), I'll talk about how it feels to level a new warrior in Mists of Pandaria. You may or may not care, but if you do decide to roll a pandaren warrior, the animations are smooth and flow well. Seeing the pandaren swing his sword around (as well as watching another pandaren warrior, this one female, do her stuff as well) has me convinced that this will be a fun race/class combination to play.

Solid low-level play
You get abilities fairly quickly, even before you hit level 10. You start out with Heroic Strike. You gain Charge at level 3, Victory Rush at level 5, and Execute at level 7. At level 10, you gain your specialization rage generation attack (Mortal Strike, Bloodthirst or Shield Slam) and your first passive ability (Crazed Berserker, Seasoned Soldier or Unwavering Sentinel). You don't get your first talent until level 15, but even so, by level 10 you're relatively well stocked with abilities. I found leveling to be improved from the already excellent Cataclysm revamp.
The only downside is that before you get any shouts (Battle Shout, level 42), you're absolutely reliant on that rage generation attack for anything like a decent rage flow. Before level 10, I would charge and then auto-attack until I finally had that 30 rage for an HS strike, and missing can be agonizing. I frankly think Battle Shout and Execute should change positions in the spellbook, with Battle Shout coming around level 7 or 8, while Execute can really wait quite some time before you pick it up. Between Heroic Stike, your rage generation attack and Victory Rush, you have enough offensive buttons to hit.
I felt neither ludicrously powerful nor pathetically weak as a level 1 to level 10 warrior with no heirlooms or other means to skip levels or have a strong weapon and armor right off the bat. Even in just the quest whites I received, I felt like as long as I played smart and paid attention to the quest objectives I would be OK. Once I had Victory Rush, I had no fear of pulling multiple groups. The only real downside was the extreme rage cost of Heroic Strike, which is your only real offensive for five levels.
In short, so far my experience with the beta has been a positive one. By next week, I should have a lot more details, especially once I've had time to play with 85 and up.
At the center of the fury of battle stand the warriors: protection, arms and fury. Check out more strategies and tips especially for warriors, from hot issues for today's warriors to Cataclysm 101 for DPS warriors and our guide to reputation gear for warriors.
You get abilities fairly quickly, even before you hit level 10. You start out with Heroic Strike. You gain Charge at level 3, Victory Rush at level 5, and Execute at level 7. At level 10, you gain your specialization rage generation attack (Mortal Strike, Bloodthirst or Shield Slam) and your first passive ability (Crazed Berserker, Seasoned Soldier or Unwavering Sentinel). You don't get your first talent until level 15, but even so, by level 10 you're relatively well stocked with abilities. I found leveling to be improved from the already excellent Cataclysm revamp.
The only downside is that before you get any shouts (Battle Shout, level 42), you're absolutely reliant on that rage generation attack for anything like a decent rage flow. Before level 10, I would charge and then auto-attack until I finally had that 30 rage for an HS strike, and missing can be agonizing. I frankly think Battle Shout and Execute should change positions in the spellbook, with Battle Shout coming around level 7 or 8, while Execute can really wait quite some time before you pick it up. Between Heroic Stike, your rage generation attack and Victory Rush, you have enough offensive buttons to hit.
I felt neither ludicrously powerful nor pathetically weak as a level 1 to level 10 warrior with no heirlooms or other means to skip levels or have a strong weapon and armor right off the bat. Even in just the quest whites I received, I felt like as long as I played smart and paid attention to the quest objectives I would be OK. Once I had Victory Rush, I had no fear of pulling multiple groups. The only real downside was the extreme rage cost of Heroic Strike, which is your only real offensive for five levels.
In short, so far my experience with the beta has been a positive one. By next week, I should have a lot more details, especially once I've had time to play with 85 and up.
Filed under: Warrior, Analysis / Opinion, (Warrior) The Care and Feeding of Warriors, Mists of Pandaria






Reader Comments (Page 1 of 1)
haggi.battlecrows Mar 24th 2012 6:14PM
'in their ancient tongue he is known as 'chairohkiin'. the chair-borne!'
okay, kinda cool that they added the ability, but that's... kinda blatant.
so is every class going to have a knockback/throwaround ability in pandaria or is it just me?
blowmyfire Mar 24th 2012 6:17PM
What is the new Off-hand hit penalty?
Did they lower it from 27%?
Thecynic Mar 24th 2012 6:21PM
I've really been hoping Fury will be competitive again come MoP. Fury's always been my favorite spec, and up until 4.3, I stuck with it and did good dps. 4.3 However, made it laughable.
I like the idea of Berserker Stance being more AoE oriented, while Battle is just straight damage. I also like the idea of Dragon Roar, and the Talent system seems great for situational events, like switching from Dragon Roar to Bladestorm because you've got a whole bunch of adds to face, ala Ultraxion Trash.
Just tell me that Fury is at least a competitive alternative to Arms.
Pyromelter Mar 24th 2012 6:26PM
Bladestorm for fury. I don't care how awesome dragon roar is. I get to Bladestorm with 2 2handers?
Okay, yes, I'm on a completely one-track mind when it comes to warriors. 2 2handers or I'm just not even thinking about it. But dammit, I wanna swing those things around like a freakin merry-go-round, and that's what imma do. :D
Imnick Mar 24th 2012 7:05PM
Clearly a man after my own heart
Who cares about anything else, I want to dual wield weapons that are larger than I am
Pyromelter Mar 24th 2012 7:19PM
I'm as caster-ish as an RPG player can get, never enjoyed playing anything melee until wow. Started with death knights (which feels more like a melee spellcaster to me), but after being exposed to warriors through friends, wow insider, elitist jerks theorycrafting, and watching raid vids, it just looked so fun I had to try it out.
I swear when I hit level 60 in wrath and was able to spec into titans grip I laughed my ass off for the next 5 levels. I don't think there is any other game I've ever played that has absolutely nailed the "berserker" type style more than playing a fury warrior in wow. I was kind of sad when whirlwind was removed from the single target rotation, but now that any warrior can spec bladestorm... man that just seems tasty.
Possum Mar 24th 2012 6:47PM
Hey if anyone should be in beta it should be you. We know you'll do a good betaring of at least Warriors.
deymorin Mar 25th 2012 1:15AM
This is what I came to the comments to say.
Really the people who are in the beta now should be able to clearly explain to the devs what is broken, and clearly explain to us what mists is like. Rossi is a great example of who should be in beta.
Perry Mar 24th 2012 7:29PM
Dragon Roar seems like something warriors have been missing thematically for a very long time. I really loved Warrior t13, as I feel warriors and dragons go hand-in-hand. Maybe this could be the new direction that makes players fall in love with warriors all over again? A sound-based class could be incredibly entertaining. (We already have battle shout, commanding shout, demoralizing shout, intimidating shout, challenging, rallying cry, and piercing howl...I suppose Thunder Clap is still counted as a shout (even though it's more of a war stomp), Shockwave also has an audio component (which locks it out if you get silenced).
I do not, however, agree that Dragon Roar should be a level 60 talent, as it seems far too cool.
Now, my impressions of the war banners: I like them. 1) you don't HAVE to use war banners. 2) You can intervene to them! 3) Except for the skull banner (which is more of a DPS cooldown), Banners serve as group utility cooldowns, which are A-OK in my book. 4) They are attractive to all specs.
The last tier, 90, has me worried. In my opinion, these abilities are not sufficiently awesome enough. Here is why, broken down by talent:
Avatar: Not only has this been a long time coming, it shows blizzard understands a warrior's desire to be a larger combatant then the rest. However, I feel this talent is far too burst and could use a shorter cooldown with reduced effect. Alternatively, I would like to see this function a bit like shadowmourne, gaining size, damage, and rage generation by 2.5/5/7% every second, up to a maximum of +25% damage, +50% rage generation, and +75% size (I want to be bigger than vrykul!). When you reach the 10th second, the effect ends, but your next HS or Cleave is free. This could add some skill-related usage, where you could line up trinkets/cooldowns for the last 5 seconds or so.
Bloodbath: This feels like no choice for arms warriors as we are now. For fury, this could be a strong choice, although it hardly fits thematically. For protection, which does not focus on damage caused, this does not offer any tactical advantage other than damage. If it were to, perhaps, cause rend, thunder clap, Hamstring, and demoralizing shout over the course of 12 seconds, I would find it more useful.
Storm Bolt: I loved Mountain Kings in WC3, but our only ranged option on a 30-second cooldown? Blasphemy. This feels like heroic throw with a stun. My 3-part solution: 1) Give warriors Auto-shoot with bows, crossbows, and guns (alternatively, make your weapon boomerang back to you), and cause each shot to generate a little rage. 2) Lower the CD to 10 seconds and the stun to 1.5, add a rage cost. 3) add a little AoE damage (no stun). With this in place, it functions much more like a Rogue's Shuriken toss (which is a perfect example of a melee talent with ranged down-time/opener implications)
In its current incarnation, every warrior I make would take Avatar over the other 2 options. My reasoning is that the other talents do not seem to make for compelling talents.
Perry Mar 24th 2012 7:34PM
Storm Bolt: "What does a warrior do when he can't hit a monster in the face because it's flying? He hits in the face because it's flying."
Shrikesnest Mar 24th 2012 7:59PM
Well, then, this just goes to show that opinions differ wildly. Avatar seems cool and all, but I *really* want to use Bloodbath. I want to chain together attacks and stack a bleed so massive that even if they manage to get away from me they keel over dead. It sounds freakin' awesome to me.
As for Storm Bolt, yeah, I'm thinking that needs to change position on the tree. I love the idea of a decently long stun on a ranged attack for various reasons, but stacked up against Avatar and Bloodbath there's no contest. Basically, I'd love to have it, but I'm never going to see how it works unless I'm dicking around, since it would replace one of my precious few damage CDs.
Awesome Mar 24th 2012 9:17PM
maybe they can make Storm Bolt have another affect, like rage generation or armor breaking
Nate Mar 24th 2012 11:58PM
It's super effective!
BadAndyMk3 Mar 24th 2012 8:24PM
Wow. Choosing between those talents is going to be a real headscratcher. Which, I guess, is the point.
Derleth Mar 24th 2012 10:41PM
The nice thing about having good talents like that is right now all you need to do is use a dust of disapearence to change to a different talent. You dont need to go back to your trainer in org and drop all your talents you can just change one on the fly as needed.
Gosten Mar 24th 2012 11:42PM
Is a knockdown still a stun that can't be broken with a pvp trinket?
David.Blake Mar 24th 2012 11:54PM
Dear Matthew:
You are officially my favorite writer of the site. Please don't stop being so awesome, thorough, and unflinchingly logical. Unless, of course, it negatively impacts your personal life. You are like the sabremetricians in Moneyball (I just read it): pure unadelterated objective analysis.
Thander Mar 25th 2012 12:27AM
One thing that might be better for low levels is a reduced rage cost on Heroic Strike. It could be something like 5 rage at level 1 that slowly gets up to 30 rage by level 30. So at the start, you always have rage to do something, but Heroic Strike is balanced as you gain new levels and abilities.
StClair Mar 26th 2012 12:45AM
Who wants to bet that /everyone/ will have this macroed to include "yell FUS RO DAH!"?
haggi.battlecrows Mar 26th 2012 1:39PM
like how shaman and boomkin have theirs macro'd commonly now?
srsly, is every class going to have a knockback or AoE stun? this is getting ridiculous.