Legion Class Preview Series: Warrior
Originally Posted by Blizzard (Blue Tracker / Official Forums)
Welcome to our World of Warcraft: Legion class preview series. In this entry, we’re exploring the Warrior—to find out what’s in store for a different class, check out the overview.

We continue our early look at class and specialization design with the Warrior. In these blogs, we’ll be exploring class identity, discussing Legion’s new designs, and presenting core combat abilities for each specialization—laying the foundation upon which talents and Artifacts will build further. With that in mind, let’s delve into what it means to be a Warrior in World of Warcraft.

Warriors are the quintessential fearless fighters on the battlefield, and their pure martial prowess inspires courage in allies and despair in enemies. Experts in all manner of melee weaponry and possessing incredible physical strength and skill, Warriors are perfectly suited to serve as frontline combatants and battlefield commanders.

Warriors are thematically informed by our own history, dating back to ancient clashes when close-quarters, shield-and-sword combat was the backbone of battlefield strategy. Warriors in WoW are steeped in this tradition, with each specialization filling distinct niches.
One notable goal we have for Warriors in Legion is to significantly expand their customizability through talents, especially for Arms and Fury. If the below core abilities seem sparse, it’s to leave room for more from talents than ever before. Both specs now have five rows of core throughput talents (mostly different between Arms and Fury, too), with a strong mix of active rotational abilities, passives, procs, cooldowns, and other interesting effects. You’ll find old favorites like Overpower, Heroic Strike, and Opportunity Strikes, returning classics like Avatar, Dragon Roar, and Storm Bolt, along with a host of brand new talents. We look forward to seeing the combinations that you put together.


Arms
Across culture and kingdom, men and women who demonstrate great physical aptitude are transformed into mighty warriors through tests of strength, endurance, and fighting capability. Their friendships are forged not in the classroom, tavern, or workshop, but in the dueling pits and on the arena floor. As a childhood of sparring defines a warrior’s destiny, so too does one’s choice of weapon determine their role on the battlefield. Arms warriors gravitate toward two-handed weapons instinctively. It’s more than a matter of preference—it speaks to the character of the wielder. Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed. Two-handed weapons allow them to deliver devastating, overpowering blows, fully exploiting their enemies’ weaknesses.

"Arms warriors are patient in a fight, waiting to capitalize on moments when an opponent is left exposed."

Gameplay
The defining character traits of Arms Warriors already mesh well with their gameplay, but there’s room for more flavor. In Legion we’ve opened up a wider variety of potential gameplay styles based on your talent choices, as discussed above. We also replaced their Mastery with Colossal Might, which increases the effectiveness of Colossus Smash, playing into their theme more directly. As before, Arms Warrior Rage generation comes from auto-attacks.

Here’s a basic look at the core combat abilities for Arms Warriors:
  • Mortal Strike
    • 20 Rage, Melee Range, Instant, 6 sec cooldown
    • A vicious strike that deals strong Physical damage and reduces the effectiveness of healing on the target for 10 sec.
  • Slam
    • 15 Rage, Melee Range, Instant
    • Slam an opponent, causing moderate Physical damage.
  • Colossus Smash
    • Melee Range, Instant, 45 sec cooldown
    • Smashes the enemy’s armor, dealing massive Physical damage, and increasing damage you deal to them by 20% for 6 sec.
  • Execute
    • 10 Rage, Melee Range, Instant
    • Attempt to finish off a foe, causing strong Physical damage to the target, and consuming up to 30 additional Rage to deal up to massive additional damage. Only usable on enemies that have less than 20% health.
  • Tactician
    • Passive
    • Slam, Whirlwind, and Execute have a 20% chance per target hit to reset the cooldown on Colossus Smash.
  • Mastery: Colossal Might
    • Increases the damage of your Colossus Smash by 50%, and causes it to increase damage taken by an additional 50%.

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Arms-specific talents:
  • Titanic Might
    • Passive
    • Increases the duration of Colossus Smash by 200%, but halves its effectiveness.


Fury
On the battlefield and in the arena, the most feared combatants are often the furious berserkers who lust for battle and thirst for blood. Through a lifetime of training and sparring, these merciless warriors have become masters of carnage—often wielding a weapon in each hand to maximize the destruction. Even without the protection of a shield, the fury warrior leaves little opportunity for an opponent to strike without suffering grievous wounds in return—delivered in a whirlwind of blades that dooms anyone its wake. Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray.

"Brute force becomes a breathtaking display when fury warriors relentlessly dive into the fray."

Gameplay
Fury is a thematically grandiose take on the classic warrior archetype, and in Legion we want the gameplay to convey this better. To help deliver on the fantasy of a relentless death-dealer, we’ve bolstered their gameplay around quickly building Rage and then going wild with Rampage. In particular, Enrage is now considerably more powerful, doubling your attack speed (and thus Rage generation, since the majority of Rage is still generated by auto-attacks), along with increasing damage based on Mastery. Similar to Arms, a multitude of talent options will expand your combat abilities in a wide variety of ways.

Here’s a basic look at the core combat abilities for Fury Warriors:
  • Bloodthirst
    • Melee Range, Instant, 4.5 sec cooldown
    • Attack the target in a bloodthirsty craze, dealing moderate Physical damage, generating 10 Rage, and restoring 5% of your health.
    • Bloodthirst has an additional 40% chance to be a critical strike.
  • Enrage
    • Passive
    • Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec.
  • Raging Blow
    • 10 Rage, Melee Range, Instant
    • A mighty blow with both weapons that deals a total of strong Physical damage.
    • Only usable while Enraged.
  • Rampage
    • 50 Rage, Melee Range, Instant
    • Unleash a series of 5 brutal strikes over 2 sec for a total of massive Physical damage.
    • Rampage always deals damage as if you were Enraged.
  • Execute
    • 30 Rage, Melee Range, Instant
    • Attempt to finish off a foe, causing a total of massive damage Physical damage. Only usable on enemies that have less than 20% health.
  • Mastery: Unshackled Fury
    • Increases damage done while Enraged by 28% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Fury-specific talents:
  • Frenzy
    • 15 Rage, Melee Range, Instant
    • Furiously slash at the target, dealing moderate Physical damage, and increasing your Haste by 5% for 10 sec. Stacks up to 5 times.


Protection
Like their counterparts, protection warriors are virtually bred for physical dominance, having been raised in the art of close-quarters combat—but their measured approach to battle is what distinguishes them from their comrades-in-arms. They demonstrate an uncanny knack for blade and shield, nullifying an opponent’s advances and creating opportunities for counterattacks. For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack. Stalwart defenders are integral to the success of any military campaign—the protection warrior seeks to be an unbreakable wall.

"For the protection warrior, being the toughest soldier on the front means nothing if allies are left vulnerable to the enemy’s attack."

Gameplay
Protection gameplay ties strongly to Warrior lore and exemplifies the very foundation of the tank role in the game, so we’re primarily focused on fine-tuning their mechanics. Shield Block and Shield Barrier in particular often created a trap choice for players. We’ve replaced Shield Barrier with a new ability, Ignore Pain, which massively reduces damage taken (up to a cap based on maximum health) and functions as your primary defensive Rage-spender. It doesn’t compete as much with Shield Block, and thus provides you with distinct tools in your arsenal to apply to different situations. In terms of Rage, Protection Warriors now primarily generate Rage through taking damage, supplemented by a baseline Rage income from ability usage. This plays well with Ignore Pain as their primary Rage-spender; it’s most useful when you’re taking a lot of damage, which is also when you’ll have a lot of Rage to use on it.

Here’s a basic look at the core combat abilities for Protection Warriors:
  • Offensive
    • Devastate
      • Melee Range, Instant
      • A direct strike, dealing moderate Physical damage.
      • Devastate has a 30% chance to reset the cooldown of Shield Slam.
    • Revenge
      • Melee Range, Instant, 9 sec cooldown
      • Swing in a wide arc, dealing strong damage to all enemies in front of you.
      • Generates 4 Rage.
      • Your successful dodges and parries reset the cooldown of Revenge (cannot occur more than once every 3 sec).
    • Deep Wounds
      • Passive
      • Your Devastate and Revenge cause the target to bleed for strong Physical damage over 15 sec.
      • This effect is cancelled if the target reaches full health.
    • Thunder Clap
      • Instant, 6 sec cooldown
      • Blasts all enemies within 8 yards for moderate damage and reduces their movement speed by 50% for 10 sec.
    • Shield Slam
      • Melee Range, Instant, 9 sec cooldown
      • Slam the target with your shield, causing strong Physical damage.
      • Generates 6 Rage.
    • Heroic Strike
      • 30 Rage, Melee Range, Instant
      • Instantly deals moderate Physical damage.
      • This ability is not on the global cooldown.
  • Defensive
    • Shield Block
      • 10 Rage, Instant, 12 sec recharge, 2 charges
      • Raise your shield, blocking every melee attack against you for 6 sec. These blocks can be critical blocks.
      • Shield Slam deals 30% additional damage while Shield Block is active.
    • Ignore Pain
      • 40 Rage, Instant
      • Fight through the pain, ignoring 90% of the next massive amount (based on maximum health) of damage you take.
    • Spell Reflection
      • Instant, 25 sec cooldown
      • Raise your shield, reflecting spells cast on you and reducing magical damage taken by 30%. Lasts 5 sec or until a spell is reflected.
    • Mastery: Critical Block
      • Increases your chance to block by 10% (with Mastery from typical gear) and your chance to critically block by 30% (with Mastery from typical gear).
      • Also increases your attack power by 20% (with Mastery from typical gear).

Additionally, to give you an idea of how some talents may build upon this, here’s an example of one of their Protection-specific talents:
  • Shield Discipline
    • Passive
    • Shield Slam extends the duration of Shield Block by 2 sec.
    • Shield Block increases the damage of Shield Slam by an additional 30%.

We hope you’ve enjoyed this early preview of our approach to Warrior class and specialization design in World of Warcraft: Legion. We’ll continue our series later today with a look at Monks and Druids.
This article was originally published in forum thread: Legion Class Preview Series: Warrior started by chaud View original post
Comments 111 Comments
  1. Cmterio's Avatar
    i think blizzard doesn know that they have gladiator in WoW.
  1. mmocc538fa6c2f's Avatar
    Quote Originally Posted by Cmterio View Post
    i think blizzard doesn know that they have gladiator in WoW.
    Doesnt look like they do anymore
  1. mmoc9aad74b9e3's Avatar
    prot looks sick
  1. suttie's Avatar
    Prot looks so damn good, I'm going to have a really tough time picking my tank class for Legion.
  1. Surtruk's Avatar
    Enrage increases damage taken by 30%. Thanks Blizz, just what we needed.
  1. Vzz's Avatar
    arms still looks boring
  1. Frito25's Avatar
    "Bloodthirst critical strikes or activating Berserker Rage will Enrage you, increasing attack speed by 100% and damage taken by 30% for 6 sec."
    I really hope that they got a small typo and it means "damage done" and not "damage taken" otherwise it's kinda dumb.
  1. Neviriah's Avatar
    I love the changes! Even the 30% more dmg income is okay. It makes sense. Hopefully they'll stick with most of the things they present us in the class previews <3
  1. Shac's Avatar
    Look at that perfect rotation for arms warrior! .. no more crappy whirlwind .. <3
  1. Surtruk's Avatar
    Quote Originally Posted by Frito25 View Post
    I really hope that they got a small typo and it means "damage done" and not "damage taken" otherwise it's kinda dumb.
    Rampage always deals damage as if you were enraged, at least. It seems like that is replacing WS as the rage dump, too.
  1. caervek's Avatar
    No mention of Gladiator, a shame as that was the only really redeeming thing that WoD did to warrior design.

    On the flipside though, no mention of Rend so Arms will be fun to play again
  1. Sliske's Avatar
    Ok so the same problems exist then?

    Arms - You suck if you have 1 second of downtime. A rogues energy regens, an eles cooldowns cycle. An arms warrior does nothing. He still has to go back into the fight, auto a few times and THEN start hitting. Why the hell did they write Whirlwind in the mastery, yet don't give us an actual tooltip of Whirlwind. I want to know whether its going to be hitting for 1/50th of my other spells or not. Are we getting what we enjoyed back? Are we getting heroic strike? Is WW going to be useful again? Is execute still going to be our main weakness and strength? Is our entire class going to be held up by whether or not we got a decent set bonus to fill the major, major fucking flaws with the spec? I can't see how this is appealing to anyone. Its a shame, but as of now, I certainly won't be returning to my 9 years main. I probably won't even play at all at this rate. This is some shoddy D- work. Work, might I add, that was already done for them by the thousands of posts of extremely valuable feedback with detailed descriptions of abilities and how they work, their weaknesses and strengths. We literally did it for you Blizzard, we were all there months ago writing it out for you, and you were too lazy to implement it. GG, no re.

    Fury - So apparently its weird that we used zerker stance to take damage to get rage, yet they're fine with giving us a 30% vulnerability permanently? Again with the stupid as fuck double standards. Are they going to address how crippled warrior has become due to talents? Talents were suppose to be roughly paraphrasing "If you want to play more passive, take the passive talents, if you want to be more involved, take the cooldown talents". Ok. So tell me where that choice is for warrior? No talents and you have a 2 button class. Yet if we take 1 talent from each tree we arrive with an extra 5-6 buttons. Consistency, Blizzard. Even if the idea sucks, be consistent and actually do it. Not only where you not consistent (and still aren't) but your replacement outcome is just as bad.

    I don't play prot, so won't comment on that.
  1. Leare315's Avatar
    Hope Gladiator's still a thing! Loved it throughout WoD, but i guess it wouldn't be super necessary with no spec restrictions anymore(more than dual spec). Still want me some sword and board dps Maybe they'll just roll it into prot battle stance or keep the talent as is.
  1. Lightfist's Avatar
    Arms gets Overpower again? You better keep to your word, Blizzard.

    I can't do another expansion of spamming Whilrwind.
  1. Callsignecho's Avatar
    Ignore Pain seems really strong compared to what we've seen from the other tanks. Spell Reflection also reducing magic damage!

    Other than that, tanking looks quite similar to what it is now.
  1. thatmikeguy's Avatar
    Quote Originally Posted by Cmterio View Post
    i think blizzard doesn know that they have gladiator in WoW.
    It "must" be gone, because they will not allow only warriors to use the same artifacts in two specs or simply damage vs tanking. This would cause problems with all tanks and heals!
  1. draganid's Avatar
    no glad stance = riot
  1. Blackmist's Avatar
    Gladiator should never have been a thing in the first place. Especially not in WoD where they removed every defensive stat except armor, and even then only put that on a select few items.

    It's like all the parts of WoW are designed by different teams, and they only found out that everything is wrong when they glue all the parts together and find that nothing fits. Then they cut the bumps off the jigsaw pieces and stick them together anyway.
  1. thatmikeguy's Avatar
    Quote Originally Posted by Blackmist View Post
    Gladiator should never have been a thing in the first place. Especially not in WoD where they removed every defensive stat except armor, and even then only put that on a select few items.

    It's like all the parts of WoW are designed by different teams, and they only found out that everything is wrong when they glue all the parts together and find that nothing fits. Then they cut the bumps off the jigsaw pieces and stick them together anyway.
    Exactly, and it was already unfair to other classes.
  1. Christhammer's Avatar
    So, Fury can now heal 5% every 4.5 sec? That seems balanced for PvP. NOT!

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