Jump to content
FORUMS
Sign in to follow this  
miyari

Warrior - Warlords of Draenor Alpha Patch Notes Analysis

Recommended Posts

5497-warrior-warlords-of-draenor-alpha-p

Icy Veins asks the experts' opinions on their favorite class changes! Today, Poyo and Jalopy discuss Warrior patch notes.

The Warlords of Draenor Alpha patch notes have been out for only a few days, but millions of players are already voicing strong opinions of the direction Blizzard is headed with the game in this coming expansion. Some class changes have received overwhelmingly positive feedback, while others have left many a player scratching their head. A few changes have even caused a substantial outcry of rage!


To see things more clearly, we've invited a handful of our class MVPs to share their opinions on the changes made to their respective class. For this patch notes analysis topic, we have requested feedback from our resident expert on the projected changes being made to the Warrior class. Poyo and Jalopy have been kind enough to share their thoughts on the upcoming Warrior changes!

Poyo is the Guild Master, Raid Leader, and Protection Warrior of Envy, one of the best PvE guilds in the world. He is also our Hearthstone writer. Jalopy is one of the best DPS Warriors. His replies to our questions are a condensed version of an article he recently wrote.

Blizzard Icon Warrior WoD Alpha Changes

+ Show- Hide

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.

Hit and Expertise Removal

  • Unwavering Sentinel now also reduces the chance for attacks to be parried by 3%.

Crowd Control and 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 sec instead of rooting it.
  • Disarm has been removed.
  • Intimidating Shout now has a 6 sec duration in PvP (down from 8 sec).

Buffs and Debuffs

  • Weakened Blows was a debuff that mattered almost exclusively to tanks, and that every tank automatically applied. We removed the debuff and reduced creature damage to compensate.
    • Weakened Blows
      • Thunder Clap no longer apply the Weakened Blows effect.

Tank Vengeance and Resolve

  • Bladed Armor is a new passive ability for Blood Death Knights, Guardian Druids, Brewmaster Monks, Protection Paladins, and Protection Warriors.
    • Bladed Armor increases Attack Power by 100% of the character's Bonus Armor.
  • Vengeance has been removed and replaced with a new passive ability, Resolve. Resolve increases your healing and absorption done to yourself, based on Stamina and damage taken (before avoidance and mitigation) in the last 10 seconds.
  • Mastery: Critical Block now also passively increases Attack Power by 12% (percentage increased by Mastery), in addition to its current effects.

Raid Utility Balance

  • Rallying Cry now increases health by 15% (down from 20%), and is no longer available to Protection Warriors.
  • Skull Banner has been removed.

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.
  • Heroic Throw now has a 6-second cooldown (down from 30 seconds), but now has a 15 yard minimum range.
  • 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.
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.
  • Sudden Death can no longer trigger from Opportunity Strikes.
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.
  • Blood Craze is a new passive ability for Protection Warriors.
    • Blood Craze causes Multistrike auto attacks to trigger a Blood Craze, which regenerates 3% of the Warrior's health over 3 seconds. When this effect is refreshed, the remaining duration is added to the new effect.
  • 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.


1. What is your overall impression of Blizzard's changes to the Warrior class?


Poyo (Protection): Raid utility is one of the reasons why I decided to play a warrior during progress, while vengeance is what made me stick to the class and role during long and boring farm, despite having best in slot gear for any spec or gear setup. The first glance at the class changes left me with an impression that I am giving up the things I love about the class and role, however tanking will become a lot more active and I am sure that the new tanking model will compensate for the things we are currently giving up.

Jalopy (Arms / Fury): I'm a bit mixed on my feelings toward fury right now. No comment on arms, as there quite simply isn't enough known about any changes to it (outside of general warrior changes) to extrapolate anything about it, even Celestalon has tweeted that they aren't done playing with arms' rotation. I think most of the changes are good, although a few rub me in the wrong way, such as loss of berserker stance.

2. Which changes do you think are the best and why?


Poyo (Protection): I like the concept of the "active mitigation" model and the introduction of haste will atone for dodge and parry. I would like to believe that these changes are being made made in order to improve the loot model as gear with dodge and parry always was a curse for the raid, however I am quite certain that Blizzard will manage to screw that up with the introduction of the new stats.

Jalopy (Arms / Fury): Quite honestly, there are not enough changes in the notes yet for me to really see one that I like. Every change is either "well that's cool I guess" or "that's kinda dumb." I think we'll have to wait for some more dedicated warrior notes regarding changes to our direct playstyle for me to really see something that grabs me.

3. Which changes do you think are the worst and why?


Poyo (Protection): Draenor Perks... These perks are supposed to enhance my character through out leveling process, while at max level they will be taken for granted and since I will spend only a few hours leveling and hundreds of hours playing at max level, I think it would make more sense to simply buff the abilities rather than wasting time and resources. Giving players the ability to choose a few perks out of several available would very much feel like talent points, but it would at least have some end game application and it would justify the resource allocation and development time. Removing the whole thing would probably be even easier.

Jalopy (Arms / Fury): I'm not a fan of the haste changes. Maybe I'm just biased on haste from an entire expansion of hating it. However, the way haste will now interact with our GCDs and abilities (similar to paladin's Sanctity of Battle) seems like it's going to be very annoying to deal with in moments of burst haste. Fury is an extremely metronomical playstyle at its core, 20s cooldown on Colossus Smash, 6.5s duration of the debuff, build up on the other 13.5s. Having a GCD that can variably go down and up based on haste buffs might create some finnicky gameplay choices depending how many free filler abilities we'll have in Warlords, or our incoming rage.

4. How would you alter any of the existing changes?


Poyo (Protection): How about incorporating Battle / Commanding Shout as passives to our stances?

Jalopy (Arms / Fury): Berserker Rage no longer refreshing our enrage. With this component of the spell gone, Fury has no more backup plan for when a Bloodthirst doesn't crit. While mostly a PVP change, the ramifications it presents on the PVE aspect of the game are fairly large. Also, the loss of Berserker Stance is....well, uncalled for, really. I don't really think anybody knows exactly why it was removed, as it was far from what anybody would consider to be a culprit of button bloat.

5. What changes would you like to see in WoD?


Poyo (Protection): I never liked Warrior's Mastery, especially because there always were situations where the usage of Shield Block was inferior to Shield Barrier. Current tanking model allowed me to dump my mastery entirely, which made tanking a lot more active and fun. I find the Shield Block model extremely boring and I dislike the idea of tank's mastery being viewed as a DPS stat. I would like to see mastery reworked so it had more passive tanking potential, especially in situations where resolve will make Shield Block inferior to Shield Barrier.

Jalopy (Arms / Fury): Hopefully some changes to fury that even out the gear scaling 'requirements' that it is. Maybe a change in the crit-chance modifier on Bloodthirst would be a good start. More ways to fill our GCDs at lower levels might help, too, though the heroic throw change might be a good start. They should also take the opportunity of a lull between expansions to rework Arms completely, from the ground up.

Patch Notes Last Updated - 23 April 2014
  • Like 1

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Loading...
Sign in to follow this  

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By Starym
      The remasters and upscales keep on coming, as we have the Burning Crusade's intro cinematic in up to 8K resolution now!
      While BC is my favorite expansion ever, I was never a fan of the cinematic, as it's just a collection of various clips that don't have much of anything to do with Illidan's narration, until the very end. Obviously the two new races deserved screen time, but we didn't even get to see the Dranei's ship(s) in there, and then it's straight on to random battle clips. It obviously takes its cue from the Vanilla cinematic, as far as the clips go, but where it worked for Vanilla, which was simply setting the stage for the world itself, it falls a little flat here. But at least it does end on a high note, with the green horned one making a proper appearance.
       
      Related articles:
      Upscale AI remasters
      Wrath of the Lich King Intro
      Vanilla WoW Intro
      Diablo 2 Intro
      Diablo 2 E3 Teaser and Lord of Destruction Intro
      IKedit remakes
      Fall of the Lich King
      The Wrathgate
      Fury of the Sunwell
      The Black Temple
      The Gods of Zul'Aman
    • By Starym
      We have more Ivan Kuzkin goodness for you today, as he's put together a highlight reel of his 2019 Arena cinematic footage!
      We'll also be taking a look at his previous PvP videos, including a really old one from 4 years ago which is particularly impressive (and longer). Here's "The Rhythm of Chaos":
      And here's two earlier video trailers for the 2019 spring and fall seasons:
       
      Impressive stuff as always. Which cinematic would you wish IKedit would remaster next? Or should he go back to his earlier class series or other original machinimas?
       

      Related articles:
      Extinction Machinima - Sargeras' Sword Vs. Azeroth
      Fall of the Lich King
      The Wrathgate
      Fury of the Sunwell
      The Black Temple
      The Gods of Zul'Aman
      Demon Hunters Machinima
      Class Series Machinima: Druid
    • By Stan
      Even though the Mighty Caravan Brutosaur is going away in Shadowlands, Blizzard has no intent to remove the Auction House vendor from this mount and they removed the Mystic Birdhat's Reforging from the Grand Expedition Yak only because Reforging was removed from the game.
      Mighty Caravan Brutosaur will be limited to the Black Market Auction House in Shadowlands and Blizzard today dispelled rumors about the removal of the AH vendor from the mount.
      Blizzard (Source)
      Trying to figure out where these people keep getting this idea that the AH vendor is being removed from the mount because that has been said nowhere and yet people are acting like this is common knowledge.
      We want to be perfectly clear on this – we do not intend to remove the AH vendor from this mount, especially when some players put in a great deal of effort to acquire this mount specifically for that functionality. Of course, we remember that we removed the Mystic Birdhat’s Reforging from the Reins of the Grand Expedition Yak, but that was because we removed Reforging from the game.
      The Mighty Caravan Brutosaur is something that fundamentally alters players’ flow around the world, and it’s a unique convenience, but it’s certainly not essential. We’ve seen how luxury mounts like the Reins of the Traveler's Tundra Mammoth started out as something special and rare: a repair vendor wherever you are! They were originally ultra-exclusive and mostly purchased by guild banks for convenient raid use, but then became increasingly commonplace due to gold inflation over time.
      We think that a moderate amount of gold inflation is healthy. It ensures that new or returning players can catch up and participate in server economies without having to put in a herculean effort to avoid being priced out of essential goods. In this case, we want to ensure that in the long run, years from now, we don’t find ourselves looking around and seeing AH mounts that are as common as repair mounts are today.
    • By Stan
      The side effects you get from Corrupted Items have changed on 8.3 PTR again.
      As you probably know, Corrupted Items are making their way into the game in Visions of N'Zoth. These items come with a Benthic-like buff and +Corruption, which activates various side effects based on your current level of Total Corruption. Cleansing the item not only removes the +Corruption stat, but also its beneficial effect.

      Blizzard has been working with multiple iterations of Corrupted Items on 8.3 PTR and side-effect ranges. Here's what we currently have on the PTR:
      Corrupted Items
      Items touched by N'Zoth's influence grant great power, but expose bearers to dangers of increasing severity.
      Grasping Tendrils (1 Corruption) - Taking damage has a chance to reduce your movement speed for 5 sec. The magintude of the snare increases with further Corruption. Eye of Corruption (20 Corruption) - Your spells and abilities have a chance to summon an Eye of Corruption for 8 sec. The Eye inflicts increasing Shadow damage to you every 2 sec while you remain in range. Range and damage increase with further Corruption. Grand Delusions (40 Corruption) - Taking damage has a chance to summon a Thing From Beyond, which pursues you for 8 seconds. Its speed increases with further Corruption.
      Cascading Disaster (60 Corruption) - If you are struck by the Thing From Beyond, you will be immediately aflicted by Grasping Tendrils and Eye of Corruption. Recent 8.3 Changes
      Previously, we had the effects activate at 10/20/40/60 Corruption as opposed to 1/20/40/60.  Eye of Corruption previously summoned a corrupted zone, but the eye is much more visible. Inevitable Doom which was available at 60 Corruption was removed and replaced with Cascading Disaster. You can find more details about Corrupted Items here.
    • By Stan
      Mechagnomes, on top of having limited customization options, also come with transmog restrictions that you should be aware of before creating one in Patch 8.3.
      Transmog Restrictions
      If you plan on creating a Mechagnome, note that you won't be able to transmog Wrist, Hand, and Feet slots, because their modifications cannot be covered by armor.

      The Legs slot is also somewhat limited because it does not cover up the limbs and Redditor EntropicReaver compared most of the armor to diapers. 

      Except for their Heritage Armor, which looks cool, because it's designed around the modifications, most of the armor looks incomplete on Mechagnomes.

      Customization Options
      Mechagnome modifications can't be covered up by armor, and you'd think there would be at least a toggle to turn that on and off or perhaps more customization options available to the Allied Race to make up for it.
      Unfortunately, Mechagnomes only have four Arm Upgrade and two Leg Upgrade options this late in the cycle, and we don't know if they plan to ship more with the release of Patch 8.3 in early 2020.

      Will you be creating a Mechagnome despite the limitations? Let us know in the comments down below!
×
×
  • Create New...