Warrior Changes - 3.1

#0 - March 3, 2009, 7:20 p.m.
Blizzard Post
First off I would like to start off by saying that these are suggestions for 3.1 that would balance Arms and Fury for warriors, and bring them back into competitive arena play, while lowering their PvE DPS.

The first warrior 3.1 fix "-10% Damage from Titan Grip", was an obvious mistake. This was meant in the best of intentions-- to reduce warrior PvE DPS. Unfortunately lowering their base damage isn't the solution, and will have hugely adverse effects in Arenas, especially considering warriors make up 2% of the SK-Top 100 (The lowest class seen in the World's Top 100) http://www.sk-gaming.com/arena/player/ .

Instead of lowering Fury's base damage you should tweak Bloodsurge, instead of getting 10 instant cast slams in 15 seconds of a PvE encounter and shooting to the top of DPS meters, why don't you make it proc more often and have the buff last longer(So it's better in PvP), but make it proc once every 8 seconds max; kind of like how backlash works for Warlocks. This would substantially lower a warriors DPS in PvE, while not seeing a ridiculous nerf in damage in PvP.

Secondly, Furious Attacks needs to be changed to "Your Bloodthirst, Whirlwind, and Slam abilities all apply a 25% healing debuff, stacks up to two times, lasts 8 seconds. Additionally, reduces all damage you take by 5/10%" , not an RNG mechanic that is half the reason why warriors aren't prevalent in the top 100 anymore. Peeling targets, and well planned swaps do not work in arena when you can't quickly switch to a target and put MS on him, instead swapping rarely works because Furious Attacks randomly decides to apply itself.

Thirdly, the damage penalty associated with Berserker Stance should be completely revamped/removed. Warriors are one of the only DPS classes in the game that become completely harmless when focused, they have to turtle up in defensive stance and intervene around trying to live. Focusing a warrior in arena is almost always the best choice, not only because of how frail they are in berserker stance, but because they do no damage when focused because they have to turtle. Hunter's lose practically no damage while focused, which is why they make up 20% of all players in the top 100 at the moment. Deathknights also lose little to no damage when focused, another reason why having a warrior on an arena team over a Hunter (Who can do everything he can but does more damage), all the more pointless.

Also one of the reasons why no matter how much you buff arms, it wont become as useful in arena as Fury, is because of Heroic Fury. Either make Heroic Fury trainable, or change Imp Intercept to be indentical to Heroic Fury. Or change imp intercept to "In addition your Intercepts now break snares/roots", this will make arms more mobile than it is and not invalidate it as a viable spec for arena teams without 2 pallys babying them.

Another problem is Dismantle, it should NOT prevent you from being able to Shield Wall/ Spell Reflect. Some 3v3 comps can open up on the warrior, dismantle at the end of the Cheap Shot, and kill him before the Dismantle ends (Because he cannot Shield Wall or Spell Reflect), this not only promotes skill-less zerging in the first few moments of an Arena Match, but it destroys a warrior's chances of being a viable partner. Another solution would be to make Dismantle a Finishing Move, and have 5 points disarm for 10 seconds.

Intervene should also absorb spells in addition to melee and ranged attacks. Currently intervene is almost useless when preventing your healer from death, 1 melee or ranged attack renders it almost meaningless. Being able to intervene back to your healer (When Glyphed) and absorb the next 2 spells on him offers warrior a lot more utility. Hunter's currently have multiple ways of protecting their healers, that warrior's do not, another reason why bringing a warrior over a hunter in any comp is pointless.


Edit: Intervene should be changed to absorb a SET amount of damage, ie. 1000 damage, or 1500 damage glyphed.

Edit: Deep Arms needs Warbringer as a talent, and Imp Intercept needs to be moved back to Fury. The only other way Battle Stance could be used effectively in PvP without adding this change, would be to let warriors keep 90% of their rage when changing stances (80% untalented). Or else making battle stance viable would be pointless because every time you went Zerker to Intercept, you would lose all of your rage.

Edit: Intervene should remove movement impairing effects/roots/stuns from the target.
#76 - March 5, 2009, 8:02 p.m.
Blizzard Post
I'm not going to preview the changes here, but I will say that the next PTR build has some dps warrior changes.

1) These are not all the changes. We don't expect these changes to bring up Arms alone.
2) A couple of the changes have significant ramifications for Battle Stance.
3) A couple of other changes may seem cautious. They are. If they work then we will consider buffing them even more over time.

Sorry to be so cryptic. You'll hopefully get to see for yourself soon.
#147 - March 6, 2009, 12:34 a.m.
Blizzard Post
Q u o t e:
I don't understand why we are getting our patch changes bit by little bit.


The alternative is you have to wait to see any changes until they are all finished. :(