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Countdown to Forever: 1 – Warrior

With Forever launching on November 4, we’re looking at how each class performed during beta, how players received their changes from Classic, and how they are shaping up for the Forever launch and level 60.

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The info below was written based on our experiences during beta and feedback from our Warrior writer, Abide.

Arms Warrior

For Warrior specs, Arms is the one that has received the most changes for Forever. Rend iconRend is now more than just damage, being the gateway to Bloodthrill iconBloodthrill, which allows main-hand attacks to trigger Overpower iconOverpower. This loop gives Arms more abilities to cast with the extra slew of procs.

One of the main abilities missing from beta was Mortal Strike iconMortal Strike, which wasn’t reachable even with the extra points. Arms already had access to Sweeping Strikes iconSweeping Strikes and Bloodthrill, which resulted in the rotation at 30 being close to its final form at 60.

One of the best changes in Forever for Arms has been Improved Slam iconImproved Slam, allowing you to cast Slam iconSlam without interrupting or delaying auto-attacks. Weaponmaster iconWeaponmaster is another QoL change, combining the effects of the old weapon specialization talents so you don’t need to respec upon getting a new weapon.

At max level, Arms will feel similar, as it will revolve around landing big hits, but with a more well-rounded rotation. Mortal Strike and Slam will provide the big hits, while Bloodthrill adds Overpower procs to the rotation. One concern Arms has right now is that it is looking to be rage-starved, at least early on, which might affect our flow.

Fury Warrior

While Fury received little changes from Classic, the level 30 experience for the spec was subpar, as many key elements from it were missing. Death Wish iconDeath Wish was available in the latter part of testing, but key components of the rotation like Bloodthirst iconBloodthirst and Whirlwind iconWhirlwind were absent. This gap led to Heroic Strike iconHeroic Strike, Cleave iconCleave, and pure auto attacks filling these holes.

From Classic, there have been significant improvements to Fury, especially for dual wielding. Furious Precision iconFurious Precision now adds much-missed offhand Hit, while Whirlwind now attacks with both weapons without having to talent into it. Another improvement is Lingering Rage iconLingering Rage, which gives you some extra time between pulls before you start losing Rage.

One of the biggest questions Fury Warriors have with Forever is scaling. Back in Classic, dealing more damage resulted in more Rage, which snowballed into more attacks, thus more damage, and so on. In Forever, this relationship has changed. You still get more Rage from critical hits, and it activates Flurry iconFlurry, but higher weapon damage by itself won’t increase your Rage intake.

When reaching endgame, the rotation will feel familiar, being based on Bloodthirst, Whirlwind, Death Wish, and Execute iconExecute. The uncertain Rage economy might lead Fury to drop some uses of Bloodthirst and Whirlwind, let alone thinking of using Heroic Strike or Cleave. Soon we’ll have more answers to it.

Protection Warrior

For leveling, Protection will likely be your best bet as a Warrior in Forever. Revenge iconRevenge gives the spec enough damage to make it worth using a shield even when questing by yourself. Other benefits include less damage taken, meaning less downtime, and the ability to pull more aggressively.

This newfound strength from Prot comes from their new talents. Improved Revenge iconImproved Revenge reduces the cost of an already cheap ability, and Shield Specialization iconShield Specialization and Master of Defense iconMaster of Defense provide extra Rage on blocks, dodges, or parries. This setup also encourages pulling packs of mobs, as more defensive effects result in more Rage and more Revenge procs, leading to absurd levels of damage.

One of the best changes in Forever has to be Vanguard iconVanguard, which allows Charge to be used in Defensive Stance iconDefensive Stance. That, in addition to the change to Thunder Clap iconThunder Clap, now castable in DStance, means there is less stance dance involved at the start of pulls.

Upon reaching max level, Prot will have not only the tools available during beta, but also Shield Slam iconShield Slam and Bastion iconBastion, leading to even more damage. If Rage doesn’t become an issue, you can even spec out of some Rage cost-reduction talents in favor of a shorter Shield Wall iconShield Wall cooldown.

Tomorrow Preview

Will Warriors charge ahead in Forever or will they fall behind the frontlines?

Tomorrow: The final class, Paladin! See you then!