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Posts with tag warrior

Ghostcrawler on Vengeance and patch 5.4

Ghostcrawler on Vengeance and patch 54
Yes, patch 5.3 isn't even out yet, and we're already looking towards patch 5.4. Thanks to Ghostcrawler, we have this to think about for the future, namely that Vengeance is getting capped at a significantly lower threshold in raids in the future. If you remember back at August of last year, Vengeance saw some significant changes that increased how fast it could ramp up in raids and also gave it a far larger maximum potential. It's been adjusted over time, but in general what GC said back last August has held true -- tank DPS in raiding really did go up. To the point where on some pulls it's not unusual to see tanks leading the DPS, sometimes by extremely large numbers.

Since this is a big change that will drastically lower tank damage output (25-man tanks with their 600,000 or more health buffed will lose roughly 300,000 AP on fights where Vengeance was capping at 100% of their health) I'm not surprise it won't be coming in 5.3 -- I am a little surprised it's happening at all, because we all knew Vengeance and tank damage would do exactly what it has done when it was changed. Still, I wait to observe if it has much practical difference since aside from AoE tanking where a multitude of hits can roll in a short window of time (that 20 second ramp up period) and the tanks can make effective use of all that AP I'm not sure it will matter. 5-mans and scenarios were not mentioned, so for now I'm assuming this is only for the raids mentioned.

Filed under: Druid, Paladin, Warrior, Analysis / Opinion, Raiding, Death Knight, Monk, Mists of Pandaria

Mists of Pandaria Beta: Rage tanks get angrier

Rage tanks get angrier and harder to hurt

Rage tanking is in a weird place right now. Both as a tank and as a DPS in runs I've noticed a certain amount of squishiness that wasn't there before, both due to certain abilities being fairly hard to use (Both Shield Block and a full Shield Barrier are expensive, costing 60 rage) and the loss of a lot of passive mitigation we were all accustomed to. Apparently the devs have noticed it too: Ghostcrawler posted these changes coming for rage warriors on live and the beta fairly soon.

Ghostcrawler - Beta Class Balance Analysis
Tank Time
I mentioned previously (though it very well could have been in another thread) that we have been looking a lot at tank balance. We think tanks surviving short windows of spike damage has been fairly balanced in beta for some time, and indeed we are seeing all tank classes used effectively in beta Challenge Modes and Heroic raid testing.

We have made a few changes to longer-term tank healing required, which will show up both on beta and live very soon. I mentioned that we were initially going to nerf monk and DK, but we now think they and paladins are fine. Instead, the rage tanks required too much healing, so we are causing them to take less damage and have more rage for active mitigation.

Druid
-- Auto attack rage generation increased by 75%.
-- Thick Hide now provides 12% physical damage reduction.

Warrior
-- Rage generation from Revenge increased from 10 to 15.
-- Rage generation from Shield Slam increased from 15 to 20. (Sword and Board continues to give 5 extra, so 25 now).
-- Reduced internal cooldown on Critical Block from Enrage from 5 sec to 3 sec.
-- Increased damage reduction from Defensive Stance from 15% to 25%.
-- Increased armor from Unwavering Sentinel from 10% to 25%.



The rage changes are nice (druids will now get 10.85 rage from an auto attack) because they'll allow for rage tanks to be more often using their active mitigation. Honestly, high incoming rage really isn't an issue for tanks, since we don't use rage abilities for threat anymore (with the exception of rage bleeds like Heroic Strike or Maul) as much as we do for survival.

What impressed me was the change to Thick Hide and the Defensive Stance/Unwavering Sentinel changes. Were they warranted? Absolutely. Warriors in particular have been the squishiest tanks since the patch, with druids not far behind, and this change will help even out some of that sustained damage that erodes healer mana and thus, our lives. This is me, being happy over here.


It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Druid, Warrior, Analysis / Opinion, News items, Mists of Pandaria

Warrior glyph changes in patch 5.0.4

Warrior glyph changes in patch 504
When the new 5.0 patch flips over on Aug. 28, will you be ready with glyphs? Blizzard is recycling old glyphs instead of making new spell IDs and charring old ones. Some glyphs are staying the same, some are new, but some share IDs with old Cataclysm glyphs.

Below is our list of new or changing glyphs for warriors. This is not a list of changing tooltips, just which glyphs you ought to have if you want to automatically have the new glyphs when the patch flips over.

Warriors have a few brand new minor glyphs:
Glyphs that are changing into new majors:
Glyphs that are changing into new minors:

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warrior, Mists of Pandaria

The Azeroth Ethicist: Cheating (or not cheating) the roll system

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I was healing a Well of Eternity PUG a few days ago when I got a whisper from the group's warrior tank.

Warrior: Could you help me out with something?

Me: Sure, what do you need?

Warrior: If Varo'then's Brooch drops at the end, would you roll on it for me?

Me: Um ...

I'd been off in my own little world watching health bars and thinking about next week's Shifting Perspectives column and hadn't paid any attention to the group's composition. It turns out the DPSers were a mage, a hunter, and -- oh, there we go -- a frost death knight. So in the event that the strength trinket dropped, the warrior tank wanted me to roll on it and, if I won, give it to him over the DK. He probably asked the mage and the priest to do the same thing, but the group was quiet in party chat, so I have no way of knowing.

We had a small and, to his credit, civil conversation over it, and there are a few issues here on which I'd like to get readers' opinions.

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Filed under: Analysis / Opinion

Skill Mastery: Shield Barrier takes the beating for you

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Shield Barrier is one of my favorite new abilities. One of the reasons I love it is that it scales both with the amount of rage you have when you use it and with your attack power, meaning that it will continuously get better as you level and gear up. Shield Barrier provides you with a damage absorption shield that, when used with the minimum amount of rage (20 rage), puts up a respectable amount of absorption. On my level 89 tauren warrior, above, it did roughly 6k with a baseline use, eating more than half of that Agitated Seedstealer's fire spell.

But when used at full rage, it can do significantly more. The most I've seen was a 20,000 absorption shield, which will admittedly be fairly rare because it's hard to ensure you have exactly 60 rage when you use the ability. You're more likely to pepper the area with 10k or 12k absorbs that make soloing an absolute dream. Tanking in 5-mans, it's still a potent part of your arsenal, but you're much more likely to alternate it with Shield Block there.
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Shield Barrier is an ability warrior tanks have probably needed for a very long time, a way to mitigate incoming damage no matter what it is. I personally love the ability.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warrior, Analysis / Opinion, Mists of Pandaria

Ghostcrawler talks warriors on the Mists of Pandaria beta forums

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Ghostcrawler has contributed a great deal to an already large list of consolidated warrior issues on the Mists of Pandaria beta forums, and then just kept on posting. It's actually a lot to consider -- so much so that I'm fairly certain I can get two big posts out of it. This post will be the one that tries to break down what it all means.

Some of what he's posting is of more concern to beta testers than the general population (for instance, how the devs prefer their feedback), but we can still take some interesting points from the two posts where GC lays everything out for us. If you'll forgive me for a lot of paraphrasing and selecting:
  • Tanking for warriors (the oft-discussed active mitigation system) is designed around the concept of turning rage into survival. Shield Block and Shield Barrier are designed that keeping them up reliably will improve your survival, but in cutting-edge content, you'll want to use them in a smart way (that is, save them for big damage situations) rather than just hitting them as soon as you have the rage. Tanking for new tanks will be designed so that missing a Shield Block now and again won't wreck you.
  • Rage is the limiting mechanic for the class, not cooldowns, at least so far as the design vision of the class is concerned.
  • Arms and fury have a big rage generation attack and a big rage spending attack, but that's where the similarities between them are intended to end. Arms should feel more predictable but have slower rage generation due to its use of a single, slow weapon, while fury abilities proc less reliably, but the spec has more rage to spend because it uses two weapons, to fit the distinction between arms as a disciplined blade expert and fury as a screaming madman.
  • The intention for Battle Stance is to be the default battle stance (as the name would suggest), while Berserker Stance will be attractive for PvP or fights with high incoming damage. Blizzard's still working on Berserker Stance's design, but that's the goal.
There's more to discuss, so let's get to discussing it.

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Filed under: Warrior, Analysis / Opinion, News items, Mists of Pandaria

Mists of Pandaria Beta: New strings hint at help for sweeping class changes

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One of the biggest complaints players have about the ever-changing system design of World of Warcraft is that each expansion brings with it sweeping changes or new mechanics that need to be relearned. In addition, if you were absent from World of Warcraft for an expansion or two, your class will not look the same in any way, shape, or form (with respect to rogues, of course). Blizzard has apparently been listening to these concerns, if these new beta strings are any indication.

With the release of a new beta patch comes new data strings and the information contained within. Recently uncovered was a family of strings called "What has changed," with some examples for the warrior listed in the files. "What has changed" looks to re-educate old players or bring new players up to speed on the design, rotation, and role of each class. The warrior, for instance, has four strings at this time, letting the player know about the Rend/Deep Wounds change, how some old talents are now just learned specialization spells, and some examples of the new rage mechanics.
  • WHAT_HAS_CHANGED - What has changed?
  • WHC_WARRIOR_1 - Many old talents have become specialization spells.
  • WHC_WARRIOR_2 - Warrior abilities no longer require specific stances. You can use any ability in any stance.
  • WHC_WARRIOR_3 - Rage is generated by Mortal Strike (id 12294), Bloodthirst (id 23881) or Shield Slam (id 23922). Only use Heroic Strike (id 78) when you have more Rage than you can spend.
  • WHC_WARRIOR_4 - Rend (icon ability_gouge) is now called Deep Wounds (id 115768). It is automatically applied so it won't appear in your spell book.
I couldn't be happier for these new helpful tips. I don't even know where to begin with rotations or strategies with new classes (especially mages, for some reason). Hopefully with these new tips, old players and players tired of mechanics changes will be able to slip into Mists of Pandaria much more easily, if that's what these strings indicate at all.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Mists of Pandaria

War Banner is three abilities in one

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War Banner is one of the abilities I was most curious to play with on the beta -- so curious, in fact, that I stayed up to level to 87 once the latest patch fixed my constant crashing issue. The downside to playing six warriors on the beta is that none of them levels very fast. However, now that I have the ability, I have to report I find it very interesting.

The interface is very familiar if you've ever had a shaman, since it's similar to the totem interface. Mouse over the War Banner, and you can select one of three banners, the Skull, Demoralizing or Mocking Banner. The banners are currently designated as totems in game, but all three have a far more limited duration. On the plus side, all three can be Intervened to, so placing one at a distances means you can use it to get distance for a charge or otherwise move around the battlefield. The banners do not share a cooldown aside from the global cooldown; I dropped each banner one after the other to test them out.

At present, Skull Banner increases critical damage of any party or raid member within 30 yards by 20%, lasting 10 seconds with a 3-minute cooldown. It's the handsome yellow banner in the screenshot above. Mocking Banner taunts mobs within 15 yards of the banner to you, forcing them to attack you for 6 seconds. It lasts for 30 seconds, making it the best banner to drop if you intend to use it for Intervene. Finally, Demoralizing Banner reduces all damage by every enemy in range (30 yards) by 10% for 15 seconds. Since each banner has a 3-minute cooldown, you can choose to stagger them out or drop them all one after the other, depending on your need.

The banners themselves look pretty cool, although they seem to have a tendency to float over the ground rather than sink into it. Time will tell if they become beloved additions to the class, but right now I'm fairly enjoying them just for novelty and using them to creatively mess with mobs.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warrior, Mists of Pandaria

GuildOx player analysis highlights the warlock decline

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The folks at GuildOx have gone through their database and done some simple filtering that reveals some fascinating things about who is raiding heroic Dragon Soul. GuildOx started with level 85 characters, filtered for characters with ilevel 400 gear, and then filtered out anyone with PvP gear. What you see in the chart above is the result of that work -- a representative sample of who out of the over 13 million level 85 characters in the GuildOx database is raiding heroic Dragon Soul.

If you remember the post about the complexity of systems and player retention that I made a couple of weeks back, you'll remember that I mentioned Cynwise's excellent posts about the warlock decline. Well, here it is again reflected in GuildOx's data. Warlocks are the least played class in heroic raiding.

Warriors aren't doing much better, really. Most other classes seem fairly healthy, with classes that have healing specs doing fairly well and rogues absolutely ruling heroic raiding despite being one of the least-played classes in the game overall. It gets even more interesting once we get to look at the GuildOx spec-by-spec breakdown.

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Filed under: Druid, Hunter, Mage, Paladin, Priest, Rogue, Shaman, Warlock, Warrior, Analysis / Opinion, Raiding, Death Knight, Cataclysm

Skill Mastery: Dragon Roar a crit among new level 60 warrior talents

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Dragon Roar is the new talent in the level 60 tier of Mists of Pandaria talents for warriors. As such, you won't be able to take it and either Bladestorm or Shockwave; you have to pick one of the three. That being said, it's not an easy decision. Dragon Roar has several significant benefits.

For starters, it's a guaranteed critical hit. You can have no critical strike rating at all, and you'll know that Dragon Roar is going to crit. This means that it's a dynamite AoE threat move if you want an ability you can save for emergencies instead of using on cooldown the way you will Shockwave.

In addition, Dragon Roar's damage is substantial, and it combines an AoE knockback with a full 5-second stun, making it very potent for PvP as well as for dealing with sudden adds or keeping adds under control longer. And while it has a 1-minute cooldown, making it longer than Shockwave, it's a full half-minute shorter than Bladestorm, meaning you can use it more often.

Also, it's bloody awesome to yell and see an expanding blast of damage flow out from you in all directions. It's hard to catch a good screenshot of that, though. Dragon Roar combines good damage with excellent short-term control, and I have a very hard time deciding between it and its rivals.

It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

Filed under: Warrior, Mists of Pandaria

Complexity of systems and player retention

If you don't read Cynwise's Warcraft Journal, you probably should. Cyn's been doing an excellent series of posts about warlocks in Cataclysm that are interesting and thought-provoking -- even if, like me, you're not a warlock and don't really know much about the class. For me, one of the most striking tidbits was that rogues are the second-to-least-played class overall, but the second-most-played class in high-end PvP, implying that people only play rogues to PvP. There's a lot of interesting data in there about class representation, role representation, and who is playing what and at what levels.

The post that really grabbed my attention was this one about warlock complexity in Cataclysm because it highlights an extreme form of something we've talked about before, the design philosophy that argues for increased complexity in a character's suite of abilities. In its simplest form, it can be summed up as the hitting buttons is fun argument, although at the extreme Cyn describes for warlocks, it becomes a game of if X, then Y that resembles programming your first computer in Basic. If you remember making a chain of dirty words scroll on a loop up the screen, congratulations on being old with me.

Cyn's comparison of the destruction rotation in Wrath and Cataclysm shows a rotation with seven elements mushroom out to one with 14 elements to remember and consider. That if X, then Y flowchart just got as complex as a subway map. In my experience, all DPS rotations in general have a little bit of this kind of gameplay nowadays. The difficulty is in hitting the sweet spot where the rotation is designed so that random elements or procs serve to liven up an otherwise predictable set of abilities (providing the fun in the hitting buttons scenario) without making a rotation so complex you need six to seven addons to help you plot it out.

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Filed under: Paladin, Warlock, Warrior, Analysis / Opinion, Wrath of the Lich King, Cataclysm, Mists of Pandaria

A priest's guide to class romance

It's a troubling yet underpublicized fact that four out of five shadow priests respecced shadow for the first time after experiencing a romantic break-up. Recent studies show that priests are 63% more likely to respec shadow within 72 hours of a break-up, while a separate poll found that 78% of healing priests had seriously considered respeccing to shadow after having an argument with their spouse or significant other. To the tenderhearted healing priest, shadow probably seems like a quick way to steel yourself and mend a broken heart; unfortunately, too few priests realize the two points they're putting into Masochism 'til they're staring down into an empty bottle of Volcanic Potion and wishing they could do the same DPS as a warlock.

The simple way to avoid all these drastic courses of action is, of course, to skip getting your heart broken in the first place. Easier said than done, you think? Perhaps, but knowing the battlefield of love will certainly help you avoid the more obvious pitfalls. Want to know what your best match is? What about your worst? This week, I've got the answers in a special guide to the classes.

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Filed under: Priest, (Priest) Spiritual Guidance

How could tanking design be changed?

Tanking is designed around holding threat and using abilities to stay alive. The current paradigm, wherein tanks work hard to passively gear themselves for predictable incoming damage in order to make healing them easier, has its drawbacks. Tanks usually ignore stats that contribute to threat generation (to a degree that baseline threat generation has repeatedly been increased, currently sitting at five times damage dealt by the tank), which has led to the discussion of active mitigation in the tank design of Mists of Pandaria. The goal is to make tanks desire threat generation stats such as hit and expertise by making them not just threat stats, but also to tie them into survivability.

By making threat gen stats also generate resources that are used to actively mitigate incoming damage, the goal is to make tanks want those stats, rather than simply aiming as close to complete coverage of the combat table as they can get, reducing incoming damage to something as reliable and easily anticipated by healers as possible. Tanks currently value dodge, parry, and their mastery stats well over any potential threat generation from hit and expertise.

Since we've already seen quite a bit of the Mists of Pandaria talent calculator, we know that design of the new tanking system is probably fairly well advanced. We also know that the monk, another tank/DPS/healing hybrid class, will be debuting with the expansion. Therefore, it's worthwhile to examine tanking changes that could be implemented, even to stretch our vision of tanking significantly past where it is now and most likely past where it will go in Mists.

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Filed under: Druid, Paladin, Warrior, Death Knight, Monk

Why We Fight: Roleplaying the warrior

All the world's a stage, and all the men and women merely players. In World of Warcraft, that player is you! Each week, Anne Stickney brings you All the World's a Stage with helpful hints, tips and tricks on the art of roleplay in WoW.

When you're roleplaying a particular class, you can either choose to ignore the class aspects of what you play, or you can fully incorporate it into your roleplay. A studious magic user or priest can be just as much fun as a sneaky, devious rogue or a dark and brooding warlock -- and death knights are a little bundle of joy, as we discovered last week.

But what about the warrior class? Strong, steadfast and fiercely devoted to bashing heads in, it's a wonder to anyone what exactly goes through a warrior's head. Some incorrectly view them automatically as less intelligent -- after all, if you deliberately go out to get your head bashed in on a regular basis, what does that really say about your level of smarts? But warriors, as simplistic as they may appear to the outside observer, can be multileveled bundles of fun to roleplay, just as much as any other class out there.

This is not to say you can't play your warrior as a character who is dumb as a brick -- heck, sometimes it's fun to do for comedic relief. But there are other aspects to the class and to the character to bring forward, even if the warrior class is lacking in a particular organization dedicated to their cause.

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Filed under: All the World's a Stage (Roleplaying)

BlizzCon 2011: Screenshots of the new Pandaria talents for all classes

If you wanted to look at the new talents that will be debuting in Mists of Pandaria, I would hope you followed our liveblog of the talent system overhaul. The short version is you get to pick 1 talent from a pool of 3 talents every 15 levels. By the time you hit the new level cap of 90, you will have 6 talents. Each set of talents does the same thing, more or less, in different ways.

Now, for your perusal, we present a class by class gallery of the new talent system as it stands today. Remember this is subject to change, alot, before Pandaria, launches.
Make no mistake, this is a significant game changer for everyone. This is the dawning of unparalleled flexibility in personal customization choice. Arms warriors with Shockwave, fury warriors with Bladestorm. This is the biggest change to the game since reforging.

There are no tree examples for the upcoming Monk class yet. Galleries of each class's talents after the cut.

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Filed under: Analysis / Opinion, Blizzard, News items, BlizzCon

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