- Hunter's tenacity pets saw a couple of fixes.
- Tenacity Pet Specialization: Blood of the Rhino now reduces the pet's physical damage taken by 15% instead of increasing armor by 20%.
- Tenacity Pet Specialization: Great Stamina now increases the pet's health by 60% (up from 12%).
- Priests saw a 15% nerf to Holy Nova's healing, while Divine Star's healing or damage (based on spec) was buffed by 15%
- Fixed an issue where Zidormi may send players to an incorrect phase in the Blasted Lands.
- Once a Challenge Mode has started, characters can no longer change specializations, talents, or glyphs.
Filed under: Warrior
A complete list of the class changes will be posted after the jump.
I'm not a monk player, so I can only say I hope this is good news for y'all - it looks to me like it would be helpful. Also last night, Celestalon posted about a huge change to fury warriors - Colossus Smash is now an arms only ability.
I have to admit, I think about the suicide mission from Mass Effect 2 a lot when I go through the Dark Portal for Khadgar. I kind of wish there was a way to have an iconic in-game rendered cinematic, like the one for the Wrathgate, when you step through except instead of featuring some NPC (even an awesome pair like Bolvar and Saurfang Jr.) it featured your character giving a rousing Shepard speech, gathering up all of Azeroth's defenders (under your banner, no less) and charging through with that awesome Jack Wall music playing in the background. Sadly, since I don't think that's possible, you'll have to settle for listening to the music above and daydreaming about it.
In my version, I go paragon, just in case that matters.
Q4tQ: blizzard has expressed they have no plans to make 2hand maces viable agian for enhancement shamans in Wod. Exactly who are they still viable for? It seems like I havent seen many equipped or even droped in ages.
Arms and fury warriors, all DK's, retribution paladins and to a lesser extent feral and guardian druids. I used Gar'tok, Strength of the Faithful for a while even though it wasn't optimal for warriors.
So what's the haps? I'm glad you asked. The usual caveats (it's all still subject to change, it's the beta, don't get too worked up) apply, of course.
Some of this I don't expect to see last very long - Unquenchable Thirst in particular strikes me as an ability that will become wholly abused if it goes live. No cooldown on Bloodthirst? So, what, you just hit Bloodthirst constantly in-between Colossus Smashes? Now, I personally like that kind of rage generation option - it's very Barbarian from Diablo III really, constantly filling up the rage bar. But I don't expect to see it actually get implemented. Still, it's very interesting to see Slam as a talent (even if it is an Arms only talent - frankly I'd like to see fury get a bite of that apple).
Still, arms really is desperately in need of some more attacks, so overall I'm curious and interested.
So what does it all mean? Well, for starters it all means that we're looking at alpha changes, which means by definition that they're not done yet. Panic is verboten. Take them as indicators of where Blizzard's design process is headed, by all means, but don't ever think of them as finalized. Until Blizzard says they're done, they're not done.
Looking over the changes, one thing that seems to be happening is that stance switching is being given some emphasis - making Rallying Cry defensive stance only, and then making it an arms/fury ability, means that there's a desire to get warriors back into using the stances. Whether or not this will actually work (I expect it will just force people to write macros again, like we did in the days of Wrath and before) is yet to be seen, but it's clearly on their minds. After the break we'll look at the changes in total as of the most recent alpha patch and discuss their impact on the class.
With Overpower gone, Execute pulling double duty (basically baking in the Prehistoric Marauder 4pc set bonus) and Mortal Strike finally replacing Heroic Strike, we're looking at an interesting direction for arms in patch 6.0. In general, arms warriors will gain Execute as their big damage attack when at high rage above 20% health, and will use Slam as their low rage bread and butter attack. With Weapon Mastery increasing Slam, CS and Execute damage, the stage is set for a rotation built around proper use of those three abilities. No more trying to line up Overpower - instead of stacking and spamming in-between CS procs, you'll work to have enough rage for an Execute during that window. It's reminiscent of how arms worked in Wrath of the Lich King. I'm looking forward to getting to play with it myself and see how it feels.
- Difficult to get starting gear - For most people, it's hard to get started as a tank. Gearing is an issue, because some tanks (DKs, warriors and paladins) need specific tanking gear, while even the leather tanks still generally use different stats to some degree, different enchants, different weapons for tanking than DPS or (especially) healing. This is a problem the gearing changes in Warlords should really help with.
- Where can you learn it? - Tanking requires a different skill set from DPS or healing. While proving grounds exist, they don't really teach the most important part of being a tank - reacting to other players. It can be hard as a new tank to walk into a dungeon having never done it before. That leads into the third difficulty of picking up tanking.
- Dungeons don't provide any sort of experience right now - With the wildly disparate gear levels on people running random dungeons, you can have a tank in 450 gear trying to hold aggro off of players in 580 gear. While it can be nice to be the tank in 580 gear, even you might have trouble when groups don't cooperate, run ahead of you, pull mobs half way across the zone, and generally simply refuse to act like any kind of groups at all. This is something I'm hoping the gear squish and ten levels will do away with - we'll all basically be on the same page when Warlords dungeons are being run.
In addition to new stats, there are the abilities each tank will see affected by readiness to consider. There are also Draenor Perks for each tank spec, granted randomly as we level from 90 to 100. There are changes in what abilities exist, in what specs get them. Vengeance is gone, replaced with Resolve, buffing our self heals and absorbs. In short, while the basic idea remains the same - generate resources via attacks to spend on damage reduction in one fashion or another - how we go about it, how it interacts with us has so many changes that it's worth discussing in length. There's so much change coming in that I don't pretend I'll catch all of it, which is why we have comments, after all.
So what do I expect to see out of tanking coming 6.0? It should be noted, this discussion is based on the Warlords alpha patch notes and such datamining as I've looked over, and I freely admit I only tank on one class, so while these are general observations I may be missing key class specific factors.
The solution being implemented here is to overall increase tank DPS without an unreliable mechanic like Vengeance adding different attack power depending on how much damage the tank takes. This also removes the temptation for tanks to deliberately take more damage in order to get Vengeance stacked up faster. So Vengeance is gone, and Resolve is implemented. How does it work?
- Resolve improves self-healing and absorbs done by the tank to the tank (so no, it won't buff priest bubbles) based on the damage taken (ignoring avoidance and mitigation, same as Vengeance now) within the last 10 seconds, and your Stamina. This means stuff like Death Strike, Shield Barrier, things of that nature. If you cast a heal on someone else, Resolve won't buff it.
- Each tank class' tanking mastery will now add 12% attack power, and the amount of attack power will scale with mastery as well. This is in addition to current affects, not replacing it - your tanking mastery will do what you're used to it doing, it'll just also do more.
- Brewmaster monks will no longer deal less damage. That 15% damage penalty? Gone.
The section of the patch notes detailing the change is, as always, behind the jump.
I started this column on June 15th, 2007. It has run continuously, one column a week, since that time. No one else has ever written a single The Care and Feeding of Warriors but me, and I have never missed a week. That's because, when I started this job, I had one goal - to tell you all how much I love playing a warrior in World of Warcraft. How awesome warriors are.
It's 2014. A lot has changed in my life and in the game but one thing has not - I still love playing a warrior in World of Warcraft. I've loved the class through my days of PvP and through every raid in the game. I've loved them through being the least popular tank, through being underpowered and overpowered, through every mechanical change and system. I was here when Titan's Grip was announced. I was here when we got, and lost, and got Heroic Leap. I have played this class since 2004, and I have written about it since 2007.
I'm going to keep playing a warrior, of course - I have like five max level warriors at this point, I'm not likely to stop now. And I'll keep writing about warrior news as it comes up. But this column you're reading now will be the last weekly The Care and Feeding of Warriors, the last time I sit down and write what has been a part of my weekly routine for more than six years now. There were many ways I could have chosen to end it - we could have done a retrospective column, going over my favorites from the past several years. I could do a big "This is what I hope for the class in Warlords" post. (I expect I'll be doing that in a different format anyway.) But this is the end.
So I'm going to end it the way I started it - I'm going to tell you a story.
So I was going to talk about something else, but then there was this little press event and we got a look at new level 100 talents for warriors. And so, we're going to be talking about them for a bit. Because when you get a look at entire new talents you kind of have to discuss them. The most interesting thing to me is the departure of Blade Barrier and the change to Extreme Measures. I asked Celestalon about it, and here's what he had to say.
@MatthewWRossi As shown at BlizzCon, talents can be spec-specific. Ignite Weapon is for Arms/Fury. Gladiator Stance is in that spot for Prot- Celestalon (@Celestalon) February 21, 2014
All in all it's pretty tantalizing, and perhaps they're further along than I would have thought - it seems more likely to me now that a beta is a month or two away than it did before I saw the video.
Edited to add - The folks at MMO-Champion posted two more videos from the same source, Korean webzine Inven. You can watch them here and here.
Thanks to Mintie for the tip.
I got to do some tanking in Heroic Siege this week - nothing major, just offtanking on Dark Shaman - and it was pretty fun all around. I'd forgotten how much I enjoy tanking in raids. It was fun to get to see the Warrior 2 piece Tier 16 tanking bonus in action in a current raid at the cutting edge of content, instead of in an LFR or using it to solo Cataclysm raids. It's a very solid set bonus, and I'm going to write more about it in the future - basically, I think it should be baked into the baseline Shield Block and Shield Barrier abilities, or perhaps be baked into Shield Slam in some way (so that, for ten seconds after a successful Shield Slam, you heal a percentage of your Shield Barrier absorb or Shield Block damage prevented, as one possible example) - but I'm not quite ready to write about that yet.
Now, as I said, I've been using my tank set and prot spec to solo Cataclysm raids, up to and including the first three bosses in 10 man Dragon Soul. It's not always easy, but it is possible, and the reason I've been doing this is because I freaking love transmogrification, and therefore, I've been pursuing it with a fevered dedication that has completely robbed me of bank, void storage and even bag space. I've wanted to write about transmog and warriors forever, but I felt such deep shame at letting Cable, the mutant son of Cyclops and Madeline Pryor, write about it first. I mean, I'm so in love with transmog that I started a tumblr about it.
So let's talk about transmog and warriors. (If you're not interested in transmog, you should probably come back next week.) Why do I argue that warriors do transmog better than anyone? Well, here's a few reasons.
I'm going to tell you a story.
I recently spent a coin and got a pair of heroic warforged DPS shoulders. And yet, they are currently in my bank. Why is that? Because using them will cost me almost 2% critical strike chance, and I simply cannot afford it, instead sticking with the non heroic, non warforged shoulders that do have critical strike chance on them. And that, in a nutshell, is exactly what's wrong with warrior design right now.
See, I like crit. I think crit should be good. But it shouldn't be so good that nothing else can compare - that the heroic warforged pieces (a solid 19 ilevel better, when both are fully upgraded) simply cannot come close to competing. I current have two heroic 2h, but only one of them has crit. So I have to use a normal mode offhand rather than (again) a heroic upgrade. When you start to realize that all you're doing is piling crit on top of crit - and that something as seemingly simple as an upgrade can be massively higher in ilevel and still not be an actual upgrade - it starts to become maddening.