Warlords Warrior Discussion

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Important Note: This thread can, and most likely will be, consistently updated either by myself or Ragebarr as information changes.



Given the information released on our beloved Warriors and their changes in Warlords, we have the following items available for discussion. Please keep all posts respectful; we do not want to openly show our distaste for any change or any other player's comments within this discussion.




Ability Pruning

  • Battle Shout now lasts 1 hour and no longer generates Rage.
  • Berserker Rage no longer generates Rage or increases Physical damage dealt.
  • Berserker Stance has been removed.
  • Cleave has been removed.
  • Commanding Shout now lasts 1 hour and no longer generates Rage.
  • Demoralizing Banner has been removed.
  • Hamstring is now a passive ability that causes Mortal Strike, Bloodthirst, Revenge, and Raging Blow to also reduce the target's movement speed by 50% for 15 seconds.
  • Rallying Cry is no longer available to Protection Warriors.
  • Recklessness is now available only to Fury and Arms Warriors.
  • Skull Banner has been removed.
  • Throw has been removed.
  • Thunder Clap is no longer available to Fury Warriors.
  • Whirlwind is now available only to Fury Warriors.


Crowd Control / Diminishing Returns

  • Charge now Roots the target (instead of stunning). The Root effect does not share a Diminishing return with other Roots.
  • Warbringer now causes Charge to stun the target for 1.5 seconds instead of rooting it.
  • Disarm has been removed.
  • Intimidating Shout now has a 6 second duration in PvP (down from 8 seconds).


Buffs / Debuffs

  • Weakened Armor is no longer provided by a Protection Warrior's Devastate.
  • Sunder Armor has been removed.
  • Thunder Clap no longer applies Weakened Blows.


Class Changes


We wanted to fix a few problems with Warriors. First, we still weren't happy with Arms' rotation (and neither were many players), so we've made some more changes, primarily through cutting abilities (see Ability Pruning above).

As with other classes, we wanted to reduce cooldown stacking. Cutting Skull Banner did a ton to help that across the whole game. But for Warriors specifically, we needed to make further changes, including merging some of the personal benefit of Skull Banner back into Recklessness. Also, to make up for Throw being removed, we modified Heroic Throw to be more frequently usable.

  • Recklessness now increases Critical Strike chance by 15% (down from 30%) and increases Critical Strike damage by 10% (up from 0%).
  • Shattering Throw no longer reduces the armor of the target; it only does damage and breaks immunities.
  • It also is no longer learned via any specialization, but instead through a new Major Glyph, Glyph of Shattering Throw.
  • Heroic Throw now has a 6-second cooldown (down from 30 seconds), but now has a 15 yard minimum range.
Haste has long been a problematic stat for Warriors, usually being of little value. As part of our commitment to ensuring all secondary stats are valuable (except Bonus Armor for non-tanks and Spirit for non-healers, of course), we're making a significant change to Warriors, to ensure that Haste has strong, competitive value. We're giving all Warriors a new passive, which lets haste affect their global cooldown, and the cooldowns of their very-short-cooldown rotational abilities.
  • Headlong Rush is a new passive ability for Warriors:
    • Headlong Rush: Haste reduces global cooldown and the cooldowns of Mortal Strike, Bloodthirst, Shield Slam, and Thunder Clap.


Protection Warriors have received a few notable changes. First, we removed Dodge and Parry from gear, and expect Protection Warriors to value Haste and Crit as important secondary stats. In order to achieve that, we made Riposte give defensive value to Crits. The aforementioned Headlong Rush also helps for valuing Haste.
  • Riposte has been redesigned.
    • Riposte gives the Warrior +100% to Parry chance until they Parry an attack after getting a critical strike with an Auto Attack.

A few Warrior Talents also were in need of revision. First, Second Wind was problematic; it was sometimes too weak, and sometimes too strong. We chose to change it from a passive health regeneration effect to the new Leech effect, so that low-health Warriors have to maintain combat in order to benefit, instead of kiting, hiding, or otherwise playing defensively. For the level-60 and level-90 Talent rows, certain combinations were proving problematic. We decided that Stormbolt would better compete with Shockwave and Dragon Roar, and that Bladestorm would better compete with Avatar and Bloodbath, so swapped Stormbolt and Bladestorm's positions.
  • Second Wind no longer directly heals the Warrior while active. Instead, Second Wind grants the Warrior 10% Leech while active, which causes the Warrior to heal for 10% of all damage and healing done by the Warrior while active.
  • Bladestorm is now a level-90 Talent, swapping places with Stormbolt.
    • Bladestorm no longer allows use of Shouts while active. It does still allow the use of Taunt, Enraged Regeneration, Shield Wall, and Last Stand.
  • Stormbolt is now a level-60 Talent, swapping places with Bladestorm.

Fury Warriors are receiving updates to spell alerts to improve usability.
  • Bloodsurge's spell alert has moved to the top slot instead of the left/right slots.
  • Raging Blow now has a spell alert on the left and right slots.

With the introduction of one of the level-100 Warrior Talents, which deals Fire damage, we also expanded Enrage to affect all damage, not just Physical damage.
  • Enrage now increases all damage (up from only Physical damage).
  • Mastery: Unshackled Fury (Fury) now increases all damage (up from only Physical damage).

We're also making a change to the design of Deep Wounds, to try to limit is effectiveness in PvP, without hurting its effectiveness in PvE.
  • Deep Wounds now lasts 15 seconds, or until the target is healed to full health.



Level 100 Talents

  • Anger Management: Every 30 rage that you spend reduces the remaining cooldown of your Readiness-affected abilities by 1 second.
  • Ravager: Throw a whirling axe at the target location that inflicts X damage to enemies within 8 yards every 1 second. Lasts 15 seconds. Also increases your change to parry by 20% for 15 seconds. 40 yard range, instant, 1 minute cooldown.
  • Ignite Weapon (Arms / Fury): Ignite your weapon and deal 100% weapon damage (140% if a one-handed weapon is equipped) as Fire, and cause your auto attacks to deal Fire damage for 10 seconds. This ability is not on the global cooldown. Replaces Heroic Strike. 30 Rage, melee range, instant, 1.5 second cooldown, requires melee weapon.

    Gladiator's Resolve (Protection): Increases the damage reduction provided by Defensive Stance by 5%. Also allows you to forgo your defensive role, and instead focus only on offensive capabilities, by replacing Battle Stance with Gladiator Stance.

    Gladiator Stance: A dauntless combat stance. Increases physical damage dealt by 20%, and replaces your Shield Block with Shield Charge. you cannot change into or out of this stance during combat. - Passive, Shield Charge, 20 Rage, 10 yard range, Instant, 15 second recharge, requires shields.

    Raise your shield and charge a short distance to your target, increasing the damage of Shield Slam, Revenge, and Heroic Strike by 30% for 6 seconds. Maximum 2 charges.


Draenor Perks

  • All

Improved Charge - Increases the range of Charge by 10 yards.

Improved Heroic Leap - The damage radius of Heroic Leap is increased by 2 yards.
  • Arms
Enhanced Sweeping Strikes - Sweeping Strikes now lasts 5 sec longer.
Improved Mortal Strike - Increases the damage of Mortal Strike by 20%.
Enhanced Slam - Increases the radius of the splash damage dealt by Slam while Sweeping Strikes is active by 3 yards.
Improved Overpower - Increases the damage dealt by Overpower by 20%.
Improved Die by the Sword - Increases the damage reduction from Die by the Sword by 10%.
Empowered Execute - Increases the damage of Execute by 50%.
Improved Colossus Smash - Colossus Smash now generates 10 rage when hitting a target.
  • Fury
Improved Die by the Sword - Increases the damage reduction from Die by the Sword by 10%.
Empowered Execute - Increases the damage of Execute by 50%.
Improved Colossus Smash - Colossus Smash now generates 10 rage when hitting a target.
Improved Meat Cleaver - Meat Cleaver now grants 2 charges every time Whirlwind deal damage.
Improved Wild Strike - Damage of Wild Strike increased by 40%.
Improved Bloodthirst - Increases the damage and healing of Bloodthirst by 20%.
Improved Raging Blow - Increases the damage of Raging Blow by 20%.
  • Protection
Improved Heroic Throw - Heroic Throw no longer has a cooldown.
Improved Shield Slam - Increases the damage of Shield Slam by 20%.
Improved Revenge - Increases the damage of Revenge by 20%.
Improved Shield Barrier - Increases the absorb amount of Shield Barrier by 10%.
Improved Unwavering Sentinel - Unwavering Sentinel now increases your armor by an additional 15%.
Improved Bastion of Defense - Bastion of Defense now increases your block chance by an additional 10%.
Improved Thunder Clap - Increases the damage of Thunder Clap by 20%.




Change Log:


4/3/2014: [sajakain]: Added Warrior Crest Image to post. Thanks to Kattii on the Hunter forums for giving me the idea! It beats a wall full of complete text.


4/4/2014: [sajakain]: Added the level 100 talents.


4/4/2014: [ragebarr]: Added the Draenor perks.

Edited by ragebarr

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Here are my thoughts so far:


First off, I love the Arms rotation. (I guess Blizzard didn't ask me lol). But, with this being said, it'll be fun to play with in Beta to see how things work out.


I'm glad they're removing spells but some spells I do not believe should be removed. Throw.... for example; a great spell to remove. Skull Banner / Demoralizing Banner? Those are utility tools unique to the warrior and, in my opinion, should not be removed.


I couldn't help but laugh when I read Berserker Stance was being removed. (I guess there's no more standing in Fire to pool my rage prior to pulling Garrosh. Pft.)


Overall I think they're trying to make the spec's unique in their own right by making some abilities spec-dependent. Reading some of these now... not so sure how well I'll like it but, hey... it's all just text at this point. I look forward to testing some of this out in game.

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They're removing all raidwide DPS cooldowns, except Bloodlust (and variants), so I'm fine with the removal of Skull Banner (especially since we get part of it back baked in Reck). I'll admit that I'll miss throwing down cool looking banners, though.


W/e with the zerker stance removal. I usually forget to use it anyway >_>


About the Sunder Armor removal: I didn't even use sunder anymore. Good riddance.


Looking quickly at the lvl 100 talents: I don't like fire heroic strike: Devalues Colossus Smash a lot =(

Anger management is another +value for haste.

Ravager looks like a ranged bladestorm for now. Kinda meh, until we see the damage values.


I'll try and post more comments tomorrow, when I have more time to look at the changes.

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Added the Draenor Perks that we'll get while leveling. Don't look too much into the damage increases yet since we have no idea how Blizzard will balance ability damage for WoD. 

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My opinions, based on the patch notes and a napkin I threw away 5 minutes ago:

Headlong Rush looks like introducing a plateau-type scaling for haste. First plateau after pushing the gcd on 1 sec and then another one every second that is reduced from our core-abilities to put them seamlessly in our play. Maybe allowing different "rotations" for arms and fury dependant on the haste plateau one can reach. Will be definitely interesting.

The changes to Riposte are nice, a further approvance of todays crit-mastery build.  


The swap of Storm Bolt and Bladestorm will allow for a heavy AoE talent build(DR, BS and Ravager) and 


The level 100 talents allow warrior tanks choosing between 4 strategies for a fight:


Anger Management will most likely be used in circumstances(whether fight mechanic ones or gear dependant), where your out-of-the-box cd´s have a recovery time too long. 


Gladiators Resolve in Defensive Stance could be of worth especially in the first raiding tier of WOD, since it provides an additional 5% of damage reduction, which is reasonable considering you will wear mostly blues, some BOE´s etc.


Gladiators Resolve in Gladiator Stance could be useful in fights with dps checks and/or fights with magic based attacks/debuffs, since you will still be able to use shield barrier. Also probably great for soloing stuff as tank(leveling maybe in the expac after WOD). The charge system from Shield Charge could stress the importance of the haste plateau at which shield slam will align with it, let´s say you can get every 15 sec an empowered Shield Slam. To align with these 15 sec you could push SS down to 5, 3 or 1 seconds, the latter seeming like a waste on all that haste. Exact aligning will prevent false consuming of the buff.

This is all in regards to Shield Slam, will not think about multi-target situations, where the buff to Revenge would be better.

Edit: Forgot about Sword and Board procs, which should simplify the use of Shield Charge buff: Single Target- Shield Slam, Multi-Target - Revenge.

Heroic Strike usage while Shield Charge Buff is up seems like a waste unless it is a free Heroic Strike. 

Ravager is interesting for AoE fights and picking up adds that spawn at a known spot. No more depths except positioning. Please Blizzard, don´t use the same targeting function as with Heroic Leap. I want to be able to throw my ravager up the hill/ over little obstacles.

edit: typos

Edited by check0790

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With the changes to Berserker Rage, I feel that they're really being counter productive in their goal of ability pairing. As it is, BR is a multi-use ability that can be useful in any fight due to its rage gain and Enrage force. By removing those two components, Blizzard is contributing to ability bloat by giving us an ability that is useful only in a small number of fights. (I'm ignoring PvP)


Removing both Cleave and Hamstring is all fine by me. For Prot, the cleave ability is filled by Revenge and the changes they made to Cleave this expac left it almost completely useless anyway. Hamstring always felt like an extra ability. Wrapping it into the rotation sounds much better. My one concern is moving boss adds quickly. Granted, I highly doubt that will really matter.


I'm a bit sad that they're removing most of our banners. I can see why they're taking Skull Banner. Too many warriors were selfish about it, so it might as well be wrapped into Reck. On that topic, my jimmies are rustled about Reck being taken away from prot. Having a plethora of DPS CDs in addition to our defensive CDs was one of the things that made prot warriors feel unique from other tanks and really made it feel like there was a unity between all warriors.


I'm about 50/50 on Rallying. With the way it made Last Stand go on a 20s CD (and vice versa), needing to use it for my guild could put my personal CD use a bit off kilter. But with this change, prot warriors no longer have any raid-wide utility. We can boost or reduce damage taken in any way. If prot gets nerfed (aaaaand it will), we will lack even raid utility to justify our spot.


Throw removed? About damned time.


The removal of Weakened Blows/Sunder Armor is a good one. It really didn't add anything to the game.


The 15 yard min for Heroic Throw seems a bit much. Charge has a min range of 8 yards, so I don't see why Heroic Throw needs to be almost twice that. With the removal of the CD, I suppose I can see why they put a min range, but not really. Heroic Throw doesn't hit hard enough to matter if it's spammable.


I like the way they changed Riposte to make up for the removal of avoidance stats. I think it keeps the feel of the avoidance build adequately and if Hold the Line stays the same, it'll help with the damage output.


The change to Deep Wounds is one of the best they've ever done, in my opinion. It is an elegant change, one that accomplishes exactly the nerf needed in PvP while not affecting PvE at all. Finally!


I'm not really sure what to think of the Second Wind change. I agree with them that Second Wind has consistently been too good or not enough. I'm just not sure that a 10% leech will be enough with resilience factored in. However, if they increase the % for PvP, Second Wind would likely be too powerful in PvE.



Anger Management sounds fun. I think it's nicely situational in that it will be useful in fights where I need to frequently use my CDs. I'm not sure how much it will really matter though. We'll certainly not have the rage generation that we do now in the first few tiers of WoD, so the question of how much reduction we'll get is the deciding factor in whether or not using the talent will provide enough benefit.


Ravager is something that Prot has needed for a long time. All other tank classes either have some for of continuous AoE or much short CDs on their AoE. With the ability to have Ravager, Bladestorm, AND Dragon Roar/Shockwave warriors will have insane AoE. So much so that I'm fully expecting nerfs in that area. I don't see how they could get away with not nerfing it.


The way they changed Gladiator's Resolve smooths my thoroughly ruffled feathers a little bit. At least now it has SOME use to real prot warriors. 5% though? Not fully apeased. In addition, the fact that they are turning prot into a DPS spec and bringing in all the problem that bear/kitty Feral had really rustles my jimmies. Maximum rustle, really. If they want a sword and board DPS spec, MAKE ONE. Don't pollute my spec. (Not that DPS warriors are pollution, but DPS prot is just sick and wrong).


The first three on the list of Prot levelling perks are nice, but the rest are fairly meh. They'll be nice when tanking, they're just not especially exciting.

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The new colossus smash glyph is interesting. I imagine for fury it will basically be a must have, where arms it would be a lot more questionable as to whether it's worth taking. The new bloodthirst change is a pretty big boost for fury at low gear levels too. Obviously nerfs high end gear a bit, but I think that's a pretty good trade off since fury is abysmal with terrible BT crit rates with fresh gear.


I also really like playing arms, but fury is so much better you can't responsibly play the spec. I'm hoping WoD makes the specs a lot more even in performance.


I'll miss demo banner, both in pvp and pve I feel like no one ever uses it and it's a pretty useful raid ability. Skull banner baked into recklessness is fine with me. Mocking banner had it's uses, but meh.

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Right now, the glyph or unglyphed CS looks like they'll be pretty even, which means that with proper play, unglyphed CS should come out ahead. I honestly hope they further reduce the potency of the glyph, because if it is viable at all, it dumbs down the rotation so much, it's not even funny.


The BT crit buff is OK, but I think it should be even higher to reduce Fury's RNG, especially since we won't have Berserker Rage to help us with unlucky non-crit streaks anymore. If this expansion's anything to keep in mind, the new BT will be a very slight buff in the first tier (Where we had ~20-25% crit), and a nerf in any subsequent tier.

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Right now, the glyph or unglyphed CS looks like they'll be pretty even, which means that with proper play, unglyphed CS should come out ahead. I honestly hope they further reduce the potency of the glyph, because if it is viable at all, it dumbs down the rotation so much, it's not even funny.



Yeah, for sure. I really enjoy the fury play style right now. And it's pretty easy to seperate average from good. Maybe not so much good from great. But the glyph totally throws that out in its current form. I also don't like the berserker rage change at all. It gave you that backup button to ensure an enraged CS window 95% of the time. And as I mentioned I like that burst window play style, but with everything tied to enrage having the tools to make proper use of it was nice.


I didn't really raid this xpac until just a few months ago, but for some reason I though crit didn't breach 30 until ToT. So maybe that change isn't as great as I thought. Bloodthirst rng is definitely the most frustrating part of fury. Hey guys I got 90% bloodthirst crit and I just had 6 non crits in a row. Welcome to the dumpster of dps.

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I don't have any records of my stats back from T14, but looking back at my stats in ToT, I was at ~38% buffed crit. Considering right now I'm at ~48% buffed crit, we can extrapolate the unbuffed crit I said we probably had for T14. (If anyone actually remembers how much crit we had back then, please let me know).


As long as we are above 30%, the new version of BT is a nerf, and by the early looks of it, looks like we'll need even more crit next expansion if we want to live through the awful RNG.

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Really I'm hoping arms can perform just as well and is competitive. Fury is awesome with heroic SOO gear and rolling 90%+ BT crit. But outside of that I only see it being frustrating combined with the loss of berserker rage. 

Edited by Artunias

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I personally just hope that Fury won't change too much, and that Arms won't be the top DPS spec. I do not find it nearly engaging enough, and I do not want to relive Dragon Soul all over again. I'm OK with Arms being viable, and even optimal on certain fights like Protectors, this tier, but that's about it.


I'm really unsure about some of the changes being done to Fury right now, but I'll wait until beta to see them and see how they feel in game.

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I don't disagree that currently fury is the more engaging spec, but I've always thought Arms was pretty fun to play too. It's just a different kind. You have zero free gcd's basically as arms. So always knowing the best button to hit (not that hard obviously) but playing off CS procs and making sure you have adequate rage to keep slams rolling through chain CS procs. And all the aoe capability. I just think it can be a fun spec, especially if it was competitive single target.



But I think it's important that both specs are equal. Sometimes it's just that I've raided as fury for almost 10 years now, haha. So arms is different to break things up, but it's only fun to do that if you're really close to your fury output (or better in some cases)

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Raynor (suggested build) Adrenaline Rush provides Raynor with a reliable self-sustain, specially since its cooldown is lowered when Raynor hits anything with basic attacks. This effect can be further improved by Give Me More! (16).  Fight or Flight (4) and Fuel The Rush (7) both decrease the cooldown of Adrenaline Rush, therefore allowing Raynor to use it more often. Behemoth Armor increases Raynor's maximum health by a flat amount, and is further increased each time he hits enemies with his trait, Give 'Em Some Pepper, therefore further improving his sustain. Paint Them Red (16) causes Penetrating Round to heal for the same damage dealt when it hits Heroes. Has access to the Sustaining Rounds (4) talent, meaning that any additional talents or buffs that increase his Attack Speed will increase this talent's performance when hitting with his trait, Give 'Em Some Pepper. The Butcher (suggested build) Butcher's Brand provides a fantastic self-sustain, as long you can hit the Basic Attacks, and its healing becomes stronger the more meat he has. In addition, talents that further increase his Basic Attack and Attack Speed, such as Brutal Strike (13), Blood Frenzy (16), Enraged (16) and Nexus Blades (20), will result in a stronger / faster health-per-hit to branded enemies. Victuals (7) provides a passive heal which is great in maps focused on waveclear, such as Tomb of the Spider Queen. It should be noted that it doesn't work with summoned minions or special minions such as the Zerg Wave from Braxis Holdout. Thrall (suggested build) Frostwolf Resilience provides a strong self-sustain as long Thrall hits opponents with abilities. Just don't spam because Thrall is one of those Heroes that goes mana hungry very very fast. Talents that improve his generation of Frostwolf Resilience stacks include Feral Resilience (4), Grace Of Air (13), Tempest Fury (16) and Wind Rush (20). Frostwolf's Grace (13) provides an extra healing cooldown. Rolling Thunder (1) provides additional sustain by allowing Thrall to heal through Basic Attacks after using Chain Lightning. Ancestral Wrath (7) is a bit of a complex talent as you have to keep track of your Frostwolf Resilience stacks, but provide an instant targeted damage which heals, which is great. Tracer (suggested build) Is That a Health Pack?! (4) increases the healing from Regeneration Globes and Healing Fountains. Has access to the Leeching Rounds (13) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance. Total Recall (20) essentially heals Tracer as it "undoes" the damage she took when using Recall. This effect can be further improved by Slipstream (20). Tychus (suggested build) Has access to the That's the Stuff! (13) talent, meaning that any additional talents or buffs that increase his Attack Speed will increase this talent's performance, such as In the Rhythm (4). Valla (suggested physical build; suggested ability build) Has access to the Tempered by Discipline (13) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance. The downside is that she needs to be at maximum stacks of Hatred to gain this effect. Siphoning Arrow (13) provides a life-leech effect to Hungering Arrow. Zeratul (suggested physical build; suggested ability build) Has access to the Mending Strikes (13) talent, meaning that any additional talents or buffs that increase his Attack Speed and Basic Attack Damage will increase this talent's performance. Shadow Mending (20) heals Zeratul when he deals ability damage. Any additional talents or buffs that increase his Ability Damage will improve this talent's performance. Zul'jin (suggested physical build; suggested ability build) Regeneration restore health, but any damage will interrupt it, unless you pick Forest Medicine (20). Troll's Blood (4) further improve its healing. Amani Resilience and Buzzsaw, both level 20 talents, provides healing effects to Taz'dingo! and Guillotine, respectively.  
      Anub'arak (suggested build; suggested scarab build) Regeneration Master (1) provides extra passive life regeneration, as well increased health once completed. Decent life-leech with Locust Swarm, with Hive Master (20) providing a passive life-leech effect. Leeching Scarabs (7) provides self-healing as long his Scarabs deal damage. There is an entire build dedicated to that talent, but it's pretty shitty now (used to be very OP before his rework). Arthas (suggested physical build; suggested ability build) Death Coil can be used on Arthas to heal himself. Immortal Coil (7) and Embrace Death further increase its self-healing performance. Army of the Dead provides a reliable self-heal by sacrificing Ghouls, which becomes further stronger with Legion of Northrend (20). Rune Tap provides a passive life-leech, which can become quite strong when combined with Icy Talons (4). Anti-Magic Shell (20) heals Arthas for a small ammount of the damage absorbed. Blaze (suggested build) Oil Spill + Flame Stream provides with one of the strongest self-sustains in the game. Grill and Kill (7) further increase its effects by extending the duration once completed. Heat Treatment (16) is surprisingly strong, specially since it Pyromania provides armor, and the heals are gained when hitting any type of enemy (including minions). Chen (suggested build) Freshest Ingredients (1) provides passive extra life regeneration. Brewmaster's Balance (7) provides passive extra life regeneration as long Chen has 50 Brew or more. Stormstout Secret Recipe provides passive life-leech whenever Chen deals damage with his Basic Abilities. Cho (suggested build; suggested Gall build) Consuming Blaze provides a fantastic self-sustain, with two related talents at level 1 that provide strong effects, being Consuming Fire and Fuel for the Flame. Surging Dash (16) heals Cho'gall as long Surging Fist is being channelled. Dehaka (suggested build) Absurdly strong self-sustain through Essence Collection and Adaptation. Tissue Regeneration (1) provides more essence, which translates in more healing. It also adds passive extra life regeneration. One-Who-Collects (4) and Hero Stalker (4) both provide additional means of getting essence, therefore allowing Dehaka to self-sustain himself faster. Essence Claws (20) provides additional essence as long Dehaka Basic Attacks Heroes. Buffs that increases his Attack Speed further improve his essence gathering. Change Is Survival (20) further boosts the healing from Adaptation. Diablo (suggested physical build; suggested ability build) Diablo by default has a powerful self-sustain as his health progressively increases as he gathers souls for Black Soulstone. After his rework, Diablo has gained a very strong self-sustain, with Fire Stomp now being a skillshot and healing per enemy hit, with more healing when the flames come back at Diablo. Souls to the Flame (4) increases the healing effect, while Hellfire (13) increases spellpower per enemy hit (which translates in more healing). Eternal Flames (7) reset the cooldown of Fire Stomp whenever Diablo stuns a Hero with Shadow Charge (meaning hitting the enemy against a wall) or Overpower. Life Leech (4) provides passive healing as long Diablo Basic Attacks an enemy Hero. This can be further improved through Cruelty (13), which increases his attack speed, translating in more heal-per-hit. Feast on Fear (1) heals Diablo whenever he stuns opponents with Shadow Charge or Overpower. This effect stacks. Domination (16) resets the cooldown of Shadow Charge whenever Diablo uses Overpower, thus triggering Feast on Fear an additional time if Diablo hits the opponent against a wall. Overpowering Nightmare grants 2 additional charges of Overpower, meaning more triggers of Feast on Fear. Devil's Due (1) provides Diablo with one of the strongest self-healings in the game. Since Regeneration Globes become neutral after 3 seconds and can be claimed by either team, this essentially doubles his self-sustain (including mana regeneration). Lord of Terror siphons the life of nearby Heroes, which can heal Diablo for a lot if he is surrounded by enemies. ETC (suggested physical build; suggested ability build) Guitar Solo is a reliable self-sustain ability on low cooldown. Can be further improved by Guitar Hero (1) and Prog Rock (1). Hammer-on (7) has good synergy with Guitar Hero. Garrosh (suggested build) Bloodthirst provides Garrosh with a very strong self-sustain, specially when combined with his natural resilience from Armor Up. In For the Kill (4) provides Garrosh with lots of sustain in the laning phase and while killing minions because of the resets and mana refund. This can be further improved by Bloodcraze (13).  Johanna (suggested build) Laws of Hope provides an Active Ability that can save Johanna from some nasty situations. Holy Renewal can heal for quite a lot if Johanna manages to hit 3 Heroes or more. Leoric (suggested physical build; suggested ability build) Very strong self-healing through Drain Hope, specially against opponents with low movement options. This healing can be further improved through Willing Vessel (7). March of the Black King heals Leoric per Hero hit. Ossein Renewal (1) provides an Active Ability similarly to Johanna Laws of Hope, but on a higher cooldown (however this can recharge faster by picking Regeneration Globes). Consume Vitality (1) heals Leoric whenever he hits Heroes with Skeletal Swing. Fealty Unto Death (1) passively heals Leoric whenever minions die nearby him (either friendly or enemy). Spectral Leech (20) provides passive healing as long Leoric Basic Attacks an enemy Hero. This can be further improved by Mithril Mace (16), specially once completed. Mal'ganis (suggested build) Passive healing from Vampiric Touch, his trait, which grants Mal'ganis one of the best self-sustains in the entire game. Vampiric Aura (1) provides further bonus healing, as well granting nearby allies with life-leech as well. Time to Feed (1) provides an extra layer of bonus healing whenever Mal'ganis deals damage to enemy Heroes. Fueled by Torment (4) causes Mal'ganis to be healed after taking damage while Necrotic Embrace is active, and also increases the effects of Vampiric Touch. Black Claws (7) causes Mal'ganis to get extra healing from his next Basic Attack after hitting an enemy Hero with Fel Claws. Will of Tichondrius (7) causes Fel Claws (Third Strike) to heal percentage damage based on the enemy's maximum health. Carrion Swarm (10) renders Mal'ganis invulnerable, while damaging opponents and healing him. Dark Conversion (10) swaps Mal'ganis and the enemy target health percentage. Frenzied Assault (16) increases Mal'ganis attack speed whenever he Basic Attack an enemy with higher health percentage, which increases the effectiveness of Vampiric Touch. Blind as a Bat (16) temporarily removes the cooldown from Fel Claws, which increases the effectiveness of Vampiric Touch. Vanquish the Weak (20) causes Fel Claws and Basic Attacks to slow enemy Heroes, while increasing the effects of Vampiric Touch against slowed Heroes. Muradin (suggested build) Very powerful out of combat healing thanks to Second Wind. This can be further improved through Third Wind (1) and Stoneform (16), with the later allowing Muradin to activate his trait to gain healing effects in-battle. Avatar, in a sense, can be considered a healing ability as it increases Muradin maximum health for a limited time. Healing Static (13) provides a healing effect to Thunder Clap as long it hits Heroes. Rexxar (suggested build) Hungry Bear (4) provides life-leech to Misha. Hunter-Gatherer (4) provides extra passive life regeneration to Rexxar. Animal Husbandry (4) essentially allows Rexxar and Misha to reach infinite health points as long Rexxar remains alive. Spirit Bond (20) provides Bestial Wrath with a life-leeching effect where Misha's Basic Attacks heals Rexxar. Sonya (suggested physical build; suggested ability build)  Very strong self-sustain through Whirlwind. This can be further improved by Life Funnel (7) and Wrath of the Berserker (as more damage equals to more healing). Has access to the War Paint (1) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance. Battle Rage (7) provides an Active Ability that heals Sonya. Stitches (suggested build) Devour is a very powerful self-sustain ability. Can be improved by Chew Your Food (1). Hungry for More increases Stitches' maximum health, therefore increasing the healing from Devour. Amplified Healing (4) increases all healing Stitches recieves, with includes Devour. Savor the Flavor (4) permanently increases Stitches health regeneration when he uses Devour on enemy Heroes. Restorative Fumes (4) causes Vile Gas to heal Stitches. Cannibalize (20) provides passive healing as long Stitches Basic Attacks an enemy Hero. This effect becomes even stronger with Hungry for More, as more health equals to more healing. Tyrael (suggested build) Ardent Restoration (1) provides Tyrael with passive healing as long he deals any form of damage to enemy Heroes. Divine Vigor (4) allows Tyrael's Basic Attacks to heal him after he hits enemies with Smite. It synergises well with Purge Evil (7), Smite the Wicked (16) and Seal of El'Druin (20), as they all improve Tyrael's Basic Attacks, therefore increasing the healing gained. Varian (suggested Protection build; suggested Arms build; suggested Fury build) Lion's Fang naturally heals Varian whenever he hits any opponent (including minions). Can be further improved by Lionheart (7). Second Wind (7) and Victory Rush (7) both provide passive healing as long Varian Basic Attacks anything, with the latter healing for a huge amount, but having a cooldown. Second Wind is improved by High King's Quest (1) and all of Varian's passive effects of his Heroic Abilities. Glory to the Alliance (20) causes banners to increase all healing effects, which includes all the aforementioned talents and abilities above that provide Varian with self-healing. Yrel Vindication deals damage and heals Yrel in return. Light of Karabor (1) increases Vindication radius, as well bonus healing per enemy Hero hit. Ardent Defender heals Yrel for half of the damage absorbed. Word of Glory (20) causes Ardent Defender to heal all nearby allies for the damage Yrel absorbed. Maraad's Insight (1) causes Yrel's next Basic Attack to heal whenever she uses a Basic Ability. Gift of the Naaru (4) causes Divine Purpose to heal an ally nearby Yrel.  
      Abathur (suggested build) Abathur is an exception to this list as he cannot self heal with his related talents below, since he cannot use Symbiote on himself. Regenerative Microbes (1) causes the Symbiote's Carapace to heal the host. Soma Transference (13) causes the Symbiote's Spike Burst to heal the host when hitting enemy Heroes. Azmodan (suggested build) Cydaea's Kiss (13) causes All Shall Burn to heal if it channels completely. Can be further improved by Sin's Grasp (16), as it increases its range and reduces the cooldown if fully channeled.. Gazlowe (suggested build) Goblin Repairs (1) provides extra passive life regeneration. Medivh (suggested build) Force of Will heals damage absorbed. This can be further improved by Circle of Protection (13) or Reabsorption (13). Raven's Intellect (1) provides extra passive life regeneration. Murky (suggested build) Rejuvenating Bubble (13) heals Murky whenever he uses Safety Bubble. This can be further improved by Big Tuna Kahuna as more health equals to more healing. Fish Tank (13) heals Murky whenever he deals damage with Basic Attacks and Basic Abilities. Nazeebo (suggested build) Hexed Crawlers (4) causes Corpse Spiders to heal Nazeebo. Blood Ritual (4) heal Nazeebo whenever he gains stacks of Voodoo Ritual. Both talents above scale progressively as Nazeebo gains more stacks of Voodoo Ritual. Sgt. Hammer (suggested build) Has access to the Regenerative Bio-Steel (4) talent, meaning that any additional talents or buffs that increase her Attack Speed and Basic Attack Damage will increase this talent's performance while in Siege Mode. Sylvanas (suggested build) Life Drain (13) causes Shadow Dagger to heal Sylvanas each time it spreads to an enemy. The Lost Vikings (suggested build) Has access to the Pain Don't Hurt (4) talent, meaning that any additional talents or buffs that increase Baleog Attack Speed and Basic Attack Damage will increase this talent's performance. Erik the Swift heals Erik as long he is moving. Play Again! fully heals the Vikings. Xul (suggested physical build; suggested Skeleton build) Harvest Vitality (7) causes Cursed Strikes to heal Xul whener it hits enemy Heroes. This can be further improved through Grim Scythe (4) and Rapid Harvest (13) or Executioner (13). Trag'Oul's Essence (7) causes Skeleton Warriors to heal Xul whenever they deal damage. Andariel's Visage (20) causes Poison Nova to heal Xul for half the damage dealt. Zagara (suggested build) Nydus Network heals Zagara as long she is inside it. Hydralisk Transfusion (13) heals Zagara as long Hunter Killer deals damage to enemy Heroes. This talent does NOT benefit from Corrosive Saliva (16) bonus damage or the bouncing attacks from Mutalisk (16).  
      Fenix: as long his Shield doesn't drop completely, he has one of the most powerful lane presences in the game, essentially having two healthbars. And if losing his Shields he can simply retreat and let them replenish again. Just be careful with hard engages, stuns and damage-over-time (as each tick will put Shield Capacitor on cooldown). Malthael: ridiculous sustain that allows him to 1v2 or even 1v3 under the right circumstances. Make sure to hit as many opponents as possible with Basic Attacks to maximize his sustain. Dehaka: incredibly sticky and slippery, with a global presence that allows him to engage and disengage at ease. His trait combined with Adaptation makes him really hard to kill. Blaze: powerful lane presence and one of the best self-sustains in the entire game. Diablo: his recent rework made him absurdly resilient, with a self-sustain that can surpass Blaze's under the right circumstances. Sonya: still one of the strongest solo laners in the game, with reliable self-sustain, great damage overall, and strong engage potential. The Butcher: with a high risk, high reward gameplay style, he can become unkillable, but requires a really strong frontline to keep him well protected, as well at least one backline Hero that can harass enemies at long range. Medivh: a Support labelled as a Specialist. With a very versatile kit, he can provide damage, mobility, vision, crowd-control and most importantly, damage immunity and healing. ANY team without a Support greatly benefits from Medivh. Thrall: very strong on really long matches, as his most powerful quest talents require a lot of farming. At the endgame he deal eye-watering damage while healing for huge chunks of health. Illidan: with his passive healing, he is a no-brainer. He can easily harass the backline and disengage, forcing the enemy team to waste cooldowns and allow the allied team to retaliate.  
      Disclaimer: every team here will feature Medivh, as he is essentially a Support. Adding him almost feels like cheating, but everyone knows that Medivh Cheats!!!
      Stitches, Sonya, Kel'Thuzad, Kael'thas, Medivh. Garrosh, Stitches, The Butcher, Kel'Thuzad, Medivh. ETC, Blaze, Fenix, Kel'Thuzad, Medivh. Johanna, Cassia, Raynor, Fenix, Medivh. Johanna, Blaze, Sgt. Hammer, Li-Ming, Medivh.
    • By Damien
      This thread is for comments about our Pirate Warrior deck.
    • By positiv2
      This thread is for comments about our Odd Warrior deck.
    • By Damien
      This thread is for comments about our Control Warrior Guide.