#0 - June 21, 2009, 7:43 a.m.
Pre-3.1: Warriors looked great out the gate. Block was significant against bosses that hit like wet noodles. DPS wasn't an issue as warrior could afford to dump item points into expertise. HS was a pain, but at least warriors were competitive. Then guilds started trying Sarth 3D. It quickly became apparent that warriors (and pallies) were not equipped to deal with this fight well (lacking CDs and Health). Half of the tanking classes required a much higher degree of raid coordination to do the boss. Community was basically told "It is 1 fight." During this entire time people were pointing out that if/when bosses started hitting harder the shield tanks would be lackluster. Warrior DPS while not tanking was terrible.
3.1 PTR: PTR testing of Ulduar shows that there are going to be more fights that favor CDs, or higher HP. Almost every boss hits hard and slow, and there are many fights where CDs are a must. Also it becomes clear that warriors aren't scaling well in terms of mitigation or DPS. What adjustments were made to warriors to deal with this reality?
(Taken from the 3.1 patch notes)
Defensive Stance: Now reduces damage caused by the warrior by 5% (previously 10%).
Last Stand: Cooldown reduced to 3 minutes.
Warbringer: Now also allows Intervene and Intercept to be used in any stance.
Glyph of Last Stand: Now reduces the cooldown of Last Stand by 60 seconds.
Glyph of Shield Wall: Reduces the cooldown on Shield Wall by 2 minutes, but Shield Wall now only reduces damage taken by 40%.
Glyph of Vigilance: Your Vigilance ability transfers an additional 5% of your target's threat to you.
At this point warriors are required to spend 2 talent points and 2 glyph slots to have "equivalent" CDs to be able to handle the burst of Ulduar fights. Warriors lagging T/DPS is "fixed" by boosting the crutch that is Vigilance (another glyph) and an entire 5% DPS boost in Def Stance. Despite the lackluster notes, warriors gear up and head into Ulduar.
3.1: Things look okay while doing the warm up bosses. Then most guilds get out of the easy bosses, and everything falls apart. Steelbreaker, Hodir, and Mimiron deal large amounts of magic damage on timed intervals. Vezax is basically a warrior nightmare incarnate. The cracks in warrior EH start to show. Warriors are forced to start stacking survival stats, only to find the lowest EH against (large) physical attacks of any tank. On top of that warriors are reward with "pogo" rage, and can easily rage starve on many fights where doing so is a disaster. Community is told it is alright because most guilds still use warrior MTs.
3.1 Hardmodes: The wheels have totally fallen off. Blizzard wields the "saber of nerfing" and sets it sights on DK armor, leaving the pink elephant in the room unharmed. One mine IBF is still the preferred tank for hard modes.
Am I missing something? The decline of warriors (and pallies) has been apparent since just after Wrath launched. Now, lets look at 3.2 notes.
3.2 notes
DKs get gutted. IBF is finally put at a 2 min CD, everything else seems overboard. What does early napkin math show? The gutted DK is now equivalent to warriors in mitigation. A class that was just totally destroyed is now even with the weakest tanking class. That speaks volumes. There were some buffs in the notes.
Block Value: The amount of bonus block value on all items has been doubled. This does not affect the base block value on shields or block value derived from strength.
Armored to the Teeth: This talent now provides 1/2/3 attack power per 108 armor, up from per 180 armor.
I know the BV change is an attempted bandaid, but it isn't even covering the wound. As a tank you always gear for the worst case scenario, and for a warrior that scenario is taking X hits in a row (X depends on how hard the boss hits). Increasing BV does nothing to change this scenario, if anything the spikiest tank just got spikier. At least Pallies can consider BV a bit of EH. AttT buff is like washing a Ford Pinto, warrior DPS will still be junk.
