Warrior Discussion Thread (Beta)

#0 - July 1, 2010, 2:25 a.m.
Blizzard Post
So, there's a lot of stuff here to digest for people who haven't been pouring over the leak sites. So I figure this would be a good place to get some discussion rolling over some of the new changes. I'm just going to highlight some of the more significant changes and toss my 2c in at each one. I'm not going to discuss every single change, just the ones I think are worth mentioning.

I'm just going to throw this out there.

I'll be reporting any incessant QQ'ing and general stupidness I find in this thread as trolling. Take it to another thread if you want to cry your eyes out over who got what so far in the beta.

Abilities

Fury

Commanding Shout - Increases Stamina of all party and raid members within 30 yards by 1080 and gaining 10 rage. Lasts 2 min. Instant, 1 min cooldown

Am I imagining things or does that say 1080 Stamina? That's pretty effin huge for a buff. 10k health? Holy crap. I'm guessing PW: Fort and Blood Pact will all share the same buff.

Battle Shout - The warrior shouts, increasing strength and agility of all raid and party members within 30 yards by 15 and gaining 10 rage. Lasts 2 min. Instant, 1 min cooldown

Another good change to buff merging. I would have to guess the attack power buff granted by blessing of might and battle shout is just going to be phased out in Cataclysm. Good riddance. Looks like both shouts not share the same functionality of having a cooldown while granting rage similar to how Horn of Winter works. Good change for giving warriors ways to manage their rage.

Cleave - A sweeping attack that strikes the target and the target's ( Glyph of Cleaving : nearest ally / two nearest allies ), dealing [ 15% of AP + 6 ] physical damage and consuming up to 20 additional rage to deal up to [ 30% of AP - 1 ] additional damage. 10 Rage, 5 yd range, Instant

I am VERY glad they are getting away from weapon damage attacks. I've never been fond of the large impact weapon speed has had on attacks for warriors (and a lot of classes). Especially with 1h Fury coming out in Cataclysm, weapon damage based attacks need to be minimized for both TG and SMF (Single Minded Fury) to be viable without creating attacks that only one can use effectively.

Protection

Shield Slam - Slam the target with your shield, causing 294 to 308 damage plus 100% of your attack power and dispelling 1 magic effect on the target. Also causes a high amount of threat.
20 Rage, 5 yd range, Instant, 6 sec cooldown.


Although it pretty much goes without saying due to the changes they are making to how block works, it's good to see Shield Slam scale straight off of AP and not Block Value. It always felt kinda gimmicky to have one attack scale off SBV and being able to get *one* attack to hit like a truck by stacking it.

Shield Block - Increases your chance to block by 100% for 10 sec.Instant, 1 min cooldown

Is Shield Block no longer going to increase the amount blocked? Will it no longer make shield slam deal more damage as it does not (I think it still does that)? Makes it rather bland if the answer to both is no.

Blood Rage - Generates 20 rage at the cost of health, and then generates an additional ( Anger Management : 10/13 ) rage over 10 sec. 16% of base health, Instant, 1 min cooldown

No change here really but I had hoped by this point in the game we could just remove the health cost from this ability. It practically makes the minor mandatory and isn't much fun considering it's supposed to be a tool for managing our rage flow. If it did more than just give you a little rage, or gave you a lot more rage, I could see the health cost being relevent. But in Cataclysm, if you don't take the glyph, I could see this ability dealing more damage to the Warrior than you are dealing to the target with whatever attack you use the rage on.

Talents

Arms

Unrelenting Assault - Reduces the cooldown of your Overpower and Revenge abilities by [2/4] secs and increases the damage done by both abilities by [10%/20%]. In addition, if you strike a player with Overpower while they are casting, their magical damage will be reduced by [25%/50%] for 6 sec.


No point beating around the bush. UA finally had it's healing debuff removed. But as I predicted, it looks like it's keeping the debuff to magical damage. This is a good and needed change, I only wonder if this is first step torwards a more reliable interrupt for Arms though.

Blitz - Your Charge ability stuns an additional [1/2] nearby targets.

Great talent, but I think it's going to need to apply to both Charge and Intercept to really shine as a talent. At best it's situational in BG's/World PVP. If they don't want to make it apply to Intercept I hope they make it function more like a point blank aoe stun at the target. I would HATE to see this addtional target stun mechanic function like cleave, where targets at your back arc when you get to the target would not get hit by the stun. Feels to me it will almost HAVE to be a point blank aoe stun for it to be useful at all, lining up 3 targets, two of them on your forward arc past the original target feels like a tall order to me for a 1.5 second stun.

Disarming Glare - A successful Disarm also causes your target to cower in fear for [5/10] sec. The targeted enemy will be unable to move while cowering.

Interesting talent. Not sure how much I like it exactly. Currently I like how Disarm has limited usefulness based on who you are fighting. That way it is always available for the people it is designed for. If it becomes part of our standard kit, it makes it a lot harder for us to save and have available for the classes we need it for. Still a powerful talent, but I could have seen this stun gone to something else that is used less often and doesn't already fill a niche in our utility.

Sweeping Strikes - Your next 5 melee attacks strike an additional nearby opponent. 30 Rage, Instant, 30 sec cooldown

No change here, but I feel it's long past due that this meager talent either be re-designed or had it's rage cost removed. Realistically you can't afford to give up a glyph slot to make this ability useful for more than trying to kill pets with incidental AoE.

Mortal Strike - A vicious strike that deals weapon damage plus 85 and wounds the target, reducing the effectiveness of any healing by 25% for 10 sec. 30 Rage, 5 yd range, Instant, 6 sec cooldown

Like other healing debuffs in the game, has been reduced to 25%. Long overdue. However I feel this ability will need some love through the Improved Mortal Strike sub-talent. Not sure what kind of utility it should bring, but just the 25% isn't enough anymore I feel.

Weapon Mastery - Reduces the chance for your attacks to be dodged by [1%/2%] and reduces the duration of all Disarm effects used against you by [25%/50%]. This does not stack with other Disarm duration reducing effects.

No change here. I'm just going to toss this out there though. Losing your shield is devastating to a warrior. I wouldn't mind seeing this talent gain some kind of small Astral Shift-like ability where you take a *little*less damage while you are disarmed/dismantled.
#97 - July 2, 2010, 2:47 a.m.
Blizzard Post
Titan's Grip and Single-Minded Fury are mutually exclusive. There is no need to have both talents in one build (I guess unless you just want to be prepared for any potential weapon drop).

Single-Minded Fury only applies when you are dual-wielding one-handed weapons. We will clean up the tooltip.