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    Cataclysm - Build 12479 - Warrior

    Warrior



    New Skills
      Spell Level Description
    Heroic Leap
    85 Leap through the air and slam down on the enemy target, causing 100% weapon damage to all enemies within 5 yards, stunning them for 2 sec, and increasing the time between their attacks by 20% for 10 sec.
    8-25 yd range, Instant, 2 min cooldown
    Inner Rage
    81 Whenever you achieve maximum Rage you enter an Enraged state, increasing damage caused by all abilities by 50% and increasing Rage cost by 15%. This effect is immediately cancelled when your Rage total drops below 30.
    Instant


    Complete Skill List


      Spell Level Description
    Heroic Throw
    78 Throws your weapon at the enemy causing [ 50% of AP + 12 ] damage (based on attack power). This ability causes high threat.
    30 yd range, Instant, 1 min cooldown
    Shattering Throw
    Battle Stance
    74 Throws your weapon at the enemy causing [ 50% of AP + 12 ] damage (based on attack power), reducing the armor on the target by 20% for 10 sec or removing any invulnerabilities.
    25 Rage, 30 yd range, 1.5 sec cast, 5 min cooldown
    Shattering Throw
    71 Throws your weapon at the enemy causing [ 50% of AP + 12 ] damage (based on attack power), reducing the armor on the target by 20% for 10 sec or removing any invulnerabilities.
    100 yd range, 1.5 sec cast
    Retaliation
    Battle Stance
    56 Instantly counterattack any enemy that strikes you in melee for 12 sec. Melee attacks made from behind cannot be counterattacked. A maximum of 20 attacks will cause retaliation.
    Instant, 5 min cooldown
    Mortal Strike
    40 A vicious strike that deals weapon damage plus 423.09 and wounds the target, reducing the effectiveness of any healing by 25% for 10 sec.
    30 Rage, 5 yd range, Instant, 5 sec cooldown
    Hamstring
    Battle, Berserker Stance
    26 Maims the enemy, reducing movement speed by 50% for 15 sec ( Glyph of Hamstring : and has a 10% chance to immobilize the target for 5 sec ).
    10 Rage, 5 yd range, Instant
    Overpower
    Battle Stance
    22 Instantly overpower the enemy, causing weapon damage. Only useable after the target dodges. The Overpower cannot be blocked, dodged or parried.
    5 Rage, 5 yd range, Instant, 5 sec cooldown
    Thunder Clap
    Battle, Defensive Stance
    9 Blasts nearby enemies, increasing the time between their attacks by 20% for 10 sec and causing 167.66 damage. Damage increased by attack power.
    20 Rage, Instant, 6 sec cooldown
    Rend
    Battle, Defensive Stance
    7 Wounds the target causing them to bleed for 421.96 damage plus an additional [ 7.14% of MWS * AP + 50% of MWB + 50% of mwb ] (based on weapon damage) over 15 sec.
    10 Rage, 5 yd range, Instant
    Charge
    Battle Stance
    3 Charge an enemy, generate 15 rage, and stun it for 1.5 sec. Cannot be used in combat.
    8-25 yd range, Instant, 15 sec cooldown
    Battle Stance
    1 A balanced combat stance that increases the armor penetration of all of your attacks by 10%.
    Instant, 1 sec cooldown
    Battle Stance Passive
    1 Decreases threat generated by 20%.
    Instant
    Heroic Strike
    1 An attack that instantly deals [ 60% of AP + 7 ] physical damage. A good attack for moments of excess rage.
    30 Rage, 5 yd range, Instant, 3 sec cooldown
      Spell Level Description
    Heroic Leap
    85 Leap through the air and slam down on the enemy target, causing 100% weapon damage to all enemies within 5 yards, stunning them for 2 sec, and increasing the time between their attacks by 20% for 10 sec.
    8-25 yd range, Instant, 2 min cooldown
    Inner Rage
    81 Whenever you achieve maximum Rage you enter an Enraged state, increasing damage caused by all abilities by 50% and increasing Rage cost by 15%. This effect is immediately cancelled when your Rage total drops below 30.
    Instant
    Enraged Regeneration
    76 You regenerate 30% of your total health over 10 sec. This ability requires an Enrage effect, consumes all Enrage effects and prevents any from affecting you for the full duration.
    15 Rage, Instant, 3 min cooldown
    Commanding Shout
    68 Increases Stamina of all party and raid members within 30 yards by 584.76 and gaining 10 rage. Lasts 2 min.
    Instant, 1 min cooldown
    Recklessness
    Berserker Stance
    64 Your next 3 special ability attacks have an additional 100% to critically hit but all damage taken is increased by 20%. Lasts 12 sec.
    Instant, 5 min cooldown
    Berserker Rage
    54 The warrior enters a berserker rage, removing and granting immunity to Fear, Sap and Incapacitate effects and generating extra rage when taking damage. Lasts 10 sec.
    Instant, 30 sec cooldown
    Demoralizing Shout
    52 Reduces the physical damage caused by all enemies within 10 yards by 10% for 30 sec.
    10 Rage, Instant
    Intercept
    Berserker Stance
    50 Charge an enemy, causing [ 12% of AP ] damage (based on attack power) and stunning it for 3 sec.
    10 Rage, 8-25 yd range, Instant, 30 sec cooldown
    Challenging Shout
    46 Forces all enemies within 10 yards to focus attacks on you for 6 sec.
    5 Rage, Instant, 3 min cooldown
    Slam
    44 Slams the opponent, causing weapon damage plus 277.93.
    15 Rage, 18 yd range, 1.5 sec cast
    Intimidating Shout
    42 The warrior shouts, causing up to 5 enemies within 8 yards to cower in fear. The targeted enemy will be unable to move while cowering. Lasts 8 sec.
    25 Rage, 18 yd range, Instant, 2 min cooldown
    Bloodthirst
    40 Instantly attack the target causing [ 50% of AP ] damage. In addition, the next 3 successful melee attacks will restore 1% of max health. This effect lasts 8 sec. Damage is based on your attack power.
    20 Rage, 5 yd range, Instant, 4 sec cooldown
    Pummel
    Berserker Stance
    38 Pummel the target, interrupting spellcasting and preventing any spell in that school from being cast for 4 sec.
    10 Rage, 5 yd range, Instant, 10 sec cooldown
    Whirlwind
    Berserker Stance
    36 In a whirlwind of steel you attack all enemies within 8 yards, causing 50% weapon damage from both melee weapons to each enemy.
    25 Rage, Instant, 10 sec cooldown
    Battle Shout
    32 The warrior shouts, increasing strength and agility of all raid and party members within 30 yards by 549.32 and gaining 10 rage. Lasts 2 min.
    Instant, 1 min cooldown
    Berserker Stance
    30 An aggressive stance. Critical hit chance is increased by 3% and all damage taken is increased by 5%.
    Instant, 1 sec cooldown
    Berserker Stance Passive
    30 Increases crit chance by 3%.
    Increases all damage taken by 5%.
    Decreases threat generated by 20%.

    Instant
    Cleave
    Any Stance
    26 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
    Execute
    Battle, Berserker Stance
    14 Attempt to finish off a wounded foe, causing [ 25% of AP + 10 ] physical damage and consumes up to 20 additional rage to deal up to [ 50% of AP - 1 ] additional damage. Only usable on enemies that have less than 20% health.
    10 Rage, 5 yd range, Instant
    Victory Rush
    Battle, Berserker Stance
    5 Instantly attack the target causing [ 45% of AP ] damage. Can only be used within 20 sec after you kill an enemy that yields experience or honor. Damage is based on your attack power. If used after a killing blow, will heal you for 20% of your maximum health.
    5 yd range, Instant
      Spell Level Description
    Intervene
    Defensive Stance
    72 Run at high speed towards a party member, intercepting the next melee or ranged attack made against them as well as reducing their total threat by 10%.
    10 Rage, 8-25 yd range, Instant, 30 sec cooldown
    Spell Reflection
    Battle, Defensive Stance
    66 Raise your shield, reflecting the next spell cast on you. Lasts 5 sec.
    15 Rage, Instant, 10 sec cooldown
    Shield Wall
    Defensive Stance
    48 Reduces all damage taken by 60% for 12 sec.
    Instant, 5 min cooldown
    Disarm
    Defensive Stance
    34 Disarm the enemy's main hand and ranged weapons for 10 sec.
    15 Rage, 5 yd range, Instant, 1 min cooldown
    Shield Bash
    Battle, Defensive Stance
    20 Bash the target with your shield dazing them and interrupting spellcasting, which prevents any spell in that school from being cast for 6 sec.
    10 Rage, 5 yd range, Instant, 12 sec cooldown
    Shield Block
    Defensive Stance
    18 Increases your chance to block by 100% for 10 sec.
    Instant, 1 min cooldown
    Revenge
    Defensive Stance
    16 Instantly counterattack an enemy for [ 20.7% of AP + 1618 ] to [ 20.7% of AP + 1978 ] damage. Revenge is only usable after the warrior blocks, dodges or parries an attack.
    5 Rage, 5 yd range, Instant, 5 sec cooldown
    Sunder Armor
    Any Stance
    12 Sunders the target's armor, reducing it by 4% per Sunder Armor and causes a high amount of threat. Threat increased by attack power. Can be applied up to 3 times. Lasts 30 sec.
    15 Rage, 5 yd range, Instant
    Defensive Stance
    10 A defensive combat stance. Decreases damage taken by 10% and damage caused by 5%. Increases threat generated.
    Instant, 1 sec cooldown
    Defensive Stance Passive
    10 Decreases damage taken from all sources by 10%. Decreases damage caused by 5%.
    Increases threat generated by 45%.

    Instant
    Shield Slam
    10 Slam the target with your shield, causing 1101.49 to 1157.97 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
    Taunt
    Defensive Stance
    10 Taunts the target to attack you, but has no effect if the target is already attacking you.
    30 yd range, Instant, 8 sec cooldown
    Bloodrage
    8 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


    Masteries


      Mastery Description Per point Max (51)
      Physical Damage Increases physical damage. 0.155% 8.01%
      Armor Penetration Increases armor penetration. 0.47% 24.02%
    Extra Attack Chance All attacks have a chance to proc a free, instant weapon swing that hits for 50% damage. 0.155% 8.01%
      Mastery Description Per point Max (51)
      Physical Damage Increases physical damage. 0.155% 8.01%
      Melee Haste Increases melee haste. 0.155% 8.01%
    Enrage Every benefit of being enraged is increased. 1.57% 80.07%
      Mastery Description Per point Max (51)
      Damage Reduction Reduces damage taken. 0.155% 8.01%
      Vengeance Increases attack power by a percentage of damage taken, up to a maximum of a percentage of the character's health. 0.1% 5.0%
    Critical Block Chance Provides a chance that the block will be a critical block and block for 60% of a melee swing's damage instead of the usual 30%. 0.51% 26.01%


    Talents


      Talent Tier Col Description
    Bladestorm
    Rank 1-2
    7 2 [Instantly Whirlwind all nearby targets and for the next 6 sec you will perform a whirlwind attack every 1 sec. While under the effects of Bladestorm, you can move but cannot perform any other abilities but you do not feel pity or remorse or fear and you cannot be stopped unless killed./]
    25 Rage, Instant, 1.5 min cooldown
    Wrecking Crew
    Rank 1-3
    6 1 Your melee critical hits Enrage you, increasing all damage caused by [3%/6%/10%] for 12 sec.
    Disarming Glare
    Rank 1-2
    6 3 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.
    Lambs to the Slaughter
    Rank 1-3
    5 1 Increases your attack speed by [12%/24%/36%] for your next swing after dealing a Mortal Strike.
    Juggernaut
    Rank 1
    5 2 Your Charge ability is now usable while in combat, but the cooldown on Charge is increased by 5 sec. Following a Charge, your next Slam or Mortal Strike has an additional 25% chance to critically hit if used within 10 sec.
    Blood Frenzy
    Rank 1-2
    5 3 Your bleeds cause targets to take an extra [2%/4%] physical damage and [15%/30%] bleed damage.
    Second Wind
    Rank 1-2
    5 4 Whenever you are struck by a Stun or Immobilize effect you will generate [10/20] rage and [5%/10%] of your total health over 10 sec.
    Sudden Death
    Rank 1-3
    4 1 Your melee hits have a [3%/6%/9%] chance of allowing the use of Execute regardless of the target's health state. In addition, you keep at least [3/7/10] rage after using Execute.
    Endless Rage
    Rank 1
    4 2 You generate 25% more rage from damage dealt.
    Improved Slam
    Rank 1-2
    4 3 Decreases the swing time of your Slam ability by [0.5/1] sec.
    Taste for Blood
    Rank 1-3
    3 1 Whenever your Rend ability causes damage, you have a [33%/66%/100%] chance of allowing the use of your Overpower ability for 9 sec. 1 charge. This effect will not occur more than once every 6 sec.
    Sweeping Strikes
    Battle, Berserker Stance
    3 2 Your next 5 melee attacks strike an additional nearby opponent.
    30 Rage, Instant, 30 sec cooldown
    Improved Overpower
    Rank 1-2
    3 3 Increases the critical strike chance of your Overpower ability by [25%/50%] and reduces its cooldown by [2/4] sec.
    Blitz
    Rank 1-2
    2 1 Your Charge ability generates [5/10] additional rage and stuns an additional [/2]nearby target[/s].
    Deep Wounds
    Rank 1-3
    2 2 Your critical strikes cause the opponent to bleed, dealing [16%/32%/48%] of your melee weapon's average damage over 6 sec.
    Impale
    Rank 1-3
    2 3 [I/I/Summo]n[crea/crea/]s[// a guardian f]e[s/s/lhunter] th[e critic/e critic/]a[//t wil]l [st/st/p]r[ike damage b/ike damage b/]o[nus of/nus of/tect] you[r/r/] [M/M/f]or[tal Strike, Slam and Execute abilities by/tal/] [10%./Strike,/1 hr.][/Slam and Execute abilities by 20%/]I
    War Academy
    Rank 1-3
    1 1 Increases the damage of your Heroic Strike, Victory Rush and Slam abilities by [5%/10%/15%].
    Field Dressing
    Rank 1-2
    1 2 Increases your self healing abilities by [10%/20%] and all healing effects on you by [3%/6%].
    Improved Rend
    Rank 1-2
    1 3 Increases the bleed damage done by your Rend ability by [15%/30%].
      Talent Tier Col Description
    Titan's Grip
    Rank 1
    7 2 Allows you to equip two-handed axes, maces and swords in one hand. While you have a two-handed weapon equipped in one hand, your physical damage done is reduced by 10%.
    Single-Minded Fury
    Rank 1
    7 3 When you dual-wield one-handed weapons, you deal 20% additional damage and your Cleave and Slam abilities can hit with both weapons.
    Bloodsurge
    Rank 1-3
    6 2 Your Heroic Strike, Bloodthirst, and Whirlwind hits have a [7%/13%/20%] chance of making your next Slam instant for 5 sec.
    Skirmisher
    Rank 1-2
    6 3 Reduces the cooldown of your Intercept by [5/10] sec and your Heroic Leap by [15/30] sec.
    Furious Attacks
    Rank 1
    5 1 Your normal melee attacks have a chance to reduce all healing done to the target by 20% for 10 sec.
    Death Wish
    Rank 1
    5 2 When activated you become Enraged, increasing your physical damage by 20% but increasing all damage taken by 5%. Lasts 30 sec.
    10 Rage, Instant, 3 min cooldown
    Rampage
    Passive
    5 3 Increases the critical strike chance of all party and raid members within 100 yds by 5%.
    Heroic Fury
    Rank 1
    5 4 Removes any Immobilization effects and refreshes the cooldown of your Intercept ability.
    Instant, 45 sec cooldown
    Even the Odds
    Rank 1-2
    4 1 Increases the damage done by your Cleave and Whirlwind abilities by [10%/20%].
    Booming Voice
    Rank 1-2
    4 2 Your Battle Shout and Commanding Shout abilities generate an additional [5/10] rage when used.
    Flurry
    Rank 1-3
    4 3 Increases your attack speed by [8%/16%/25%] for your next 3 swings after dealing a melee critical strike.
    Impending Victory
    Rank 1-2
    3 1 Your damaging Heroic Strike, Bloodthirst and Slam abilities have a [10%/20%] chance of allowing you to use Victory Rush.
    Piercing Howl
    Any Stance
    3 2 Causes all enemies within 10 yards to be Dazed, reducing movement speed by 50% for 6 sec.
    10 Rage, Instant
    Fury in the Blood
    Rank 1-2
    3 3 Increases all damage caused by [10%/5%] while Bloodrage or Berserker Rage are active.
    Enrage
    Rank 1-2
    3 4 After taking damage from an attack, you have a 30% chance to become Enraged, giving you a [5%/10%] damage bonus for 12 sec.
    Blood Craze
    Rank 1-3
    2 1 After taking any damage, you have a 10% chance to regenerate [2.5%/5%/7.5%] of your total [h/H/H]ealth over 5 sec.
    Intensify Rage
    Rank 1-3
    2 2 Reduces the cooldown of your Bloodrage, Berserker Rage, Recklessness and Death Wish abilities by [11%/22%/33%].
    Improved Execute
    Rank 1-2
    2 3 Increases the damage caused by your Execute ability by [10%/20%].
    Armored to the Teeth
    Rank 1-3
    1 1 Increases your attack power by [1/2/3] for every 108 armor value you have.
    Unbridled Wrath
    Rank 1-3
    1 2 Gives you a chance to generate an additional rage point when you deal melee damage with a weapon.[/ Effect occurs more often than Unbridled Wrath (Rank 1)./ Effect occurs more often than Unbridled Wrath (Rank 2).]
    Cruelty
    Rank 1-2
    1 3 Increases the critical strike chance of your Bloodthirst, Mortal Strike and Shield Slam abilities by [5%/10%].
      Talent Tier Col Description
    Shockwave
    Rank 1
    7 2 Sends a wave of force in front of the warrior, causing [ 38% of AP ] damage (based on attack power) and stunning all enemy targets within 10 yards in a frontal cone for 4 sec.
    15 Rage, Instant, 20 sec cooldown
    Damage Shield
    Rank 1-2
    6 2 Whenever you take damage from or block a melee attack you cause damage equal to [10%/20%] of your attack power.
    Sword and Board
    Rank 1-3
    6 3 Increases the critical strike chance of your Devastate ability by [5%/10%/15%] and when your Devastate or Revenge ability deals damage it has a [10%/20%/30%] chance of refreshing the cooldown of your Shield Slam ability and reducing its cost by 100% for 5 sec.
    Warbringer
    Rank 1
    5 1 Your Charge, Intercept and Intervene abilities are now usable while in combat and in any stance. In addition, your Intervene ability will remove all movement impairing effects.
    Vigilance
    Rank 1
    5 2 Focus your protective gaze on a group or raid target, reducing their damage taken by 3%. In addition, each time they are hit by an attack your Taunt cooldown is refreshed and you gain Vengeance as if the damage was done to you (NYI). Lasts 30 min. This effect can only be on one target at a time.
    Sweep and Clear
    Rank 1-3
    5 4 Your damaging abilities generate [1/2/3] rage for each target they hit beyond the first up to a maximum of [3/6/9] rage.
    Improved Defensive Stance
    Rank 1-2
    4 1 Reduces the chance you'll be critically hit by melee attacks by [3%/6%]. In addition, when you block, dodge or parry an attack you have a [50%/100%] chance to become Enraged, increasing physical damage done by [5%/10%] for 12 sec.
    Devastate
    Rank 1
    4 3 Sunder the target's armor causing the Sunder Armor effect. In addition, causes 120% of weapon damage plus 268.93 for each application of Sunder Armor on the target. The Sunder Armor effect can stack up to 3 times.
    15 Rage, 5 yd range, Instant
    Safeguard
    Rank 1-2
    4 4 Reduces damage taken by the target of your Intervene ability by [15%/30%] for 6 sec.
    Last Stand
    Rank 1
    3 1 When activated, this ability temporarily grants you 30% of your maximum health for 20 sec. After the effect expires, the health is lost.
    Concussion Blow
    Rank 1
    3 2 Stuns the opponent for 5 sec and deals [ 38% of AP ] damage (based on attack power).
    15 Rage, 5 yd range, Instant, 30 sec cooldown
    Blood and Thunder
    Rank 1-2
    3 3 When you Thunder Clap a target affected by your Rend, you have a [50%/100%] chance to affect every target with Rend.
    Gag Order
    Rank 1-2
    3 4 Gives your Shield Bash and Heroic Throw abilities a [50%/100%] chance to silence the target for 3 sec.
    Shield Specialization
    Rank 1-3
    2 1 You generate [5/10/15] extra rage when you block an attack.
    Shield Mastery
    Rank 1-3
    2 2 Reduces the cooldown of your Shield Block by [10/20/30] sec, your Shield Wall by [60/120/180] sec and your Spell Reflect by [1/2/3] sec.
    Improved Revenge
    Rank 1-2
    2 3 Increases the damage of your Revenge ability by [30%/60%] and causes Revenge to strike an additional target[ for 50% damage/].
    Incite
    Rank 1-3
    1 1 Increases the critical strike chance of your Heroic Strike, Thunder Clap and Cleave abilities by [5%/10%/15%].
    Toughness
    Rank 1-3
    1 2 Increases your armor value from items by [3%/6%/10%].
    Hold the Line
    Rank 1-2
    1 3 Improves your critical strike and critical block chance by 10% for [2/4] sec following a succesful parry.






    Official Class Preview
    Originally Posted by Bornakk (Blue Tracker)
    World of Warcraft: Cataclysm will bring with it several changes to class talents and abilities. Here you will get a glimpse into some of the changes we have in store for the warrior. The information you're about to read is not complete, and is only meant to act as a preview for some of the exciting new things to come.

    New Warrior Abilities

    Inner Rage (Level 81): Whenever the character reaches a full 100 Rage, he or she will gain a buff that causes attacks to consume 50% more Rage and do 15% more damage for a short amount of time. This is a passive ability so it won't need to be activated by the player. The goal for this ability is to provide a benefit for hitting max Rage instead of it feeling like a penalty. However, we also don't want warriors to feel like they're supposed to pool Rage and do nothing until they hit 100, so we'll be closely monitoring how this plays out during the beta testing, and making adjustments as needed.

    Gushing Wound (Level 83): This ability will apply a bleed effect to the target. If the target moves, the bleed gains an extra stack and refreshes its duration, up to a maximum of three stacks. The ability is currently planned to have no cooldown, cost 10 Rage, and have a 9-second duration. Gushing Wound is designed to be weaker than Rend with one stack, but better with three stacks, which will be reached when fighting a moving target.

    Heroic Leap (Level 85): This ability makes the character leap at their target and apply the Thunder Clap ability to all enemies in the area when they land. Heroic Leap will be usable in Battle Stance and shares a cooldown with Charge, but the Juggernaut and Warbringer talents will allow Heroic Leap to be used in any stance and possibly while in combat. The cooldown for this ability might be longer than the Charge ability, but it will also apply a stun effect so you can make sure the target will still be there when you land.


    Changes to Abilities and Mechanics

    In addition to learning new abilities, you'll see changes to other abilities and mechanics with which you're already familiar. This list and the summary of talent changes below it are by no means comprehensive, but they should give you a good sense of what we intend for each spec.

    • Heroic Strike will no longer be an "on next swing" attack, as we are removing this mechanic in Cataclysm. To keep the niche of Heroic Strike as a Rage dump, it will become an instant attack, but will cost between 10 and 30 Rage. This ability will not be usable until you have 10 Rage, but if you have more than 10, it will consume up to 30, adding additional damage for each point of Rage consumed above the base 10. Other abilities, such as Cleave, Execute, and Maul (for druids) will work similarly. The goal is to provide players with an option where if you can't afford the Rage, you don't push the button, but if you have excess Rage, you can push it a lot.
    • Battle Shout, Commanding Shout, and possibly Demoralizing Shout will work more like the death knight's Horn of Winter ability. Specifically, these shouts will cost no resources, generate rage in addition to their current effects, and be on a short cooldown.
    • Whirlwind will hit an unlimited number of targets, but only for 50% of weapon damage. The intent is for this ability to be used in multi-target scenarios and not on single targets.
    • Overall, heals cast by players in Cataclysm will be a lower number relative to players' health than the current game. So to make the Mortal Strike debuff less mandatory but still useful in PvP, Mortal Strike will reduce healing by only 20%. All equivalent debuffs, including the Shadow priest and Frost mage debuffs, will be for 20% less healing. At the moment we aren't considering giving this debuff to anyone else, though we will certainly consider PvP utility for historically under-represented specs that use other mechanics.
    • Sunder Armor will be reduced to three stacks instead of five, and still provide only a 4% reduction in armor per stack. We want to make this debuff easier to apply and less of a damage swing when it falls off.


    New Talents and Talent Changes

    • The Furious Sundering talent in the Fury tree will make the Sunder Armor ability cause 25/50% weapon damage and reduce the threat generated by 50/100%.
    • The Mace and Poleaxe Specialization talents in the Arms tree will be removed. These provided just passive stats, which are not the kinds of talents we want to design in the future. We will keep the Sword Specialization talent, but it will be changed to a talent that applies to all types of weapons.
    • As a Fury talent, Booming Voice will increase the Rage generated by shouts.
    • While we like how Titan's Grip plays, we recognize some warriors liked the Fury tree because of the really fast swings that dual-wielding one-handed weapons could provide. Therefore, we're planning to try out a talent called Single-Minded Fury that is parallel to Titan's Grip and will provide a large boost to the damage of a pair of one-handed weapons.
    • Several talents that reduce the Rage cost of abilities will be changed to focus on increased damage for those abilities instead.
    • The new Arms talent called Disarming Nature will make successful disarms cause the target to cower in fear for 5/10 seconds.
    • Another new Arms talent called Blitz will make the Charge ability hit for extra damage. The amount will possibly vary depending on the distance travelled.
    • Improved Pummel, a Fury talent, will cause a successful interrupt to generate 10/20 Rage.


    Mastery Passive Talent Tree Bonuses

    Arms
    • Melee Damage
    • Armor Penetration
    • Bonus Swing

    Bonus Swing: This is similar to the Sword Specialization talent that is currently in the game, but Bonus Swing will work on all attacks and with all weapons. You have a chance to proc a free, instant weapon swing that hits for 50% damage.

    Fury
    • Melee Damage
    • Melee Haste
    • Enrage Intensity

    Enrage Intensity: Every benefit of being enraged is increased. This includes doing more damage/healing/ etc. from abilities like Bloodrage, Death Wish, Enrage, Berserker Rage, and Enraged Regeneration.

    Protection
    • Damage Reduction
    • Vengeance
    • Critical Block Chance

    Critical Block Chance: As we mentioned in the stat changes preview, block rating is changing to a chance to block 30% of a melee swing's damage. Protection warriors have a chance that the block will be a critical block and block for 60% of a melee swing's damage instead. There will likely be talents available to push the amount blocked even higher.

    Vengeance: This is a mechanic to ensure that tank damage (and therefore threat) doesn't fall behind as damage-dealing classes improve their gear during the course of the expansion. All tanking specs will have Vengeance as their second talent tree passive bonus. Whenever a tank gets hit, Vengeance will give them a stacking attack power buff equal to 5% of the damage done, up to a maximum of 10% of the character's un-buffed health. For boss encounters, we expect that tanks will always have the attack power bonus equal to 10% of their health. The 5% and 10% bonuses assume 51 talent points have been put into the Protection tree. These values will be smaller at lower levels. Remember, you only get this bonus if you have spent the most talent points in the Protection tree, so you won't see Arms or Fury warriors running around with it. Vengeance will let us continue to make tank gear more or less the way we do today . there will be some damage-dealing stats, but mostly survival-oriented stats. Druids typically have more damage-dealing stats even on their tanking gear, so their Vengeance benefit may be smaller, but overall the goal is for all four tanks do about the same damage when tanking.

    We hope you enjoyed this preview, and we're looking forward to hearing your thoughts and feedback on these additions and changes. Please keep in mind that this information represents a work in progress and is subject to change as development on Cataclysm continues.


    Blue Posts
    Originally Posted by Blizzard Entertainment
    Heroic Leap
    I think too many of you are focusing on the Thunder Clap portion of Heroic Leap. Imagine instead the tooltip said "Leap into combat, crushing all enemies within the landing area for massive damage and slowing their attack speed for 10 sec."

    [...] it will do massive damage and apply the Thunder Clap debuff. That's like saying Bladestorm is just Whirlwind with a little CC immunity thrown in, so why do we need another Whirlwind?

    [...] On the topic of Heroic Leap, understand that these are not patch notes. They're previews. These abilities have not been extensively tested yet, and to be totally honest, several of them haven't even been implemented yet. We wanted to share with you the direction we're headed in while there was still plenty of time for feedback and iteration. While we like all of the new abilities we're discussing, there's certainly a chance not all of them will make it to ship.

    If Heroic Leap needs to be used out of combat or in different stances or to not share a cooldown with Charge in order to be awesome, then that's certainly the kind of thing we're willing to try.

    It's a struggle with previews like this to provide enough context (things like limitations and even numbers) so you get the idea of where we're going with a spell or mechanic without getting everyone over-focused on those details. (As another example, warriors dismissing Inner Rage because they think the numbers aren't tuned perfectly.)

    At the moment, we're focused on making fun abilities. As the beta progresses, we'll worry more about the tuning. (Source)

    Inner Rage
    Inner Rage isn't supposed to feel kiss / curse. It's supposed to feel like a limit break or similar video game analogy. When I get to 100 rage, I go into overdrive mode and cause even more damage. Rather than hitting max rage being a problem (because I'm wasting resources I could be gaining) it's something fun instead.

    We put in some of that extra explanation because we don't want warriors to feel like the right way to play is to do nothing until they have 100 rage and then start having fun. It's supposed to feel like getting a string of crits or eating a big hit or something translate into higher damage for a short time. (Source)

    Demo Shout changes
    Actually we changed it to a percent physical damage reduction instead of attack power reduction. (Source)

    Vengeance
    Vengeance is based on damage actually taken (physical and spell). This means it might take a bit to get stacked up to the max value, but it generally will get up there on longer fights and can even stay there in between pulls if you pull quickly.

    Remember, the problem we're trying to solve here is sustained damage and threat. We're not as worried about mobs sticking to you initially because you have plenty of tools to handle that now (including telling the mages they need to wait for half a second). Yes, your AP might start out a little lower if you get a string of avoidance, but with lower avoidance in Cataclysm, that is probably less of a problem as well.

    Protection Tree
    As a tank, you don't need to worry about nerfs to Sunder Armor and Demo Shout. We'll still tune the bosses to whatever damage we think they need to do. You don't need to worry about suddenly becoming less survivable or generating less threat.

    We changed Sunder Armor because the debuff was too massive, meaning realistically you couldn't raid without it. (Perhaps you still can't, but it's closer.)

    We changed Demo Shout because it was confusing. Nobody knows how much attack power a creature has, and we found that many players underestimated what a massive damage reduction Demo Shout actually provided.

    I can understand PvP concerns of changing these abilities. I'm less sympathetic if you're worried you'll lose your spot to another class because of them, since we're really trying to design a game where you aren't brought along just for your awesome buff.

    As far as other Protection warrior concerns go, you're welcome to bring up issues you think that the talent tree has. Our general feedback from warriors is they really like the Protection tree and playstyle (with a few exceptions, like Heroic Strike and perhaps Vigilance) and it was really the tuning relative to other tanks that bothered them. We try not to offer too many changes just for the sake of change (though a few can be fun, and there will be some in your talent tree). (Source)

    Threat generation
    I understand the appeal of threat management from a logical sense, and your point about it being engaging to everyone is compelling, but in application we find that it's one of those things that a lot of players just don't find fun. The UI doesn't do a great job of explaining threat, and even if we could build a UI to portray it in a more exciting way (which to be fair, we probably could) it's still a pretty intangible concept compared to damage and healing so I'm not sure it would feel great even then.

    Many DPS players don't like the mechanic that there's this higher level of damage they could achieve if only they weren't constantly being throttled by this one dude up in front. It often ends up feeling not like the group is overcoming a challenge together, but that the dude in front needs to get his act together. It just makes tanks feel weak. When the raid dies because the boss hammered the tank, then that feels cooperative because it's the raid vs. the boss. When the raid wipes because the warlock got aggro, then it feels like it's the tank vs. the warlock (or maybe the raid vs. the warlock or the raid vs. the tank).

    We always see a lot of negative feedback from tanks when they feel like they can't hold aggro. To be sure some of that is relative when the warrior sees the paladin generate more threat, but it's also a pretty constant source of friction for tanks when they feel like they don't have the tools they need for the job. You can write that off as casuals who just want free epics, but I think we see "we can't generate enough threat" feedback more than we see "please nerf this boss; he's too hard" feedback.

    Really, we're talking about relative degrees though. No warrior tank should be able to Thunder Clap and then go get a beer because they're going to then maintain aggro no matter what. In the situations where that happens today I think it's because of overtuned abilities like Tricks or Misdirect (or sometimes tank abilities themselves).

    Perhaps put more succinctly, a lot of tank players just seem to find the survival game more fun than the threat game. (Source)

    Unending Fury
    The kinds of talents we want to eliminate are the ones that say "You do 5% more damage." Unending Fury is pretty close to that because it buffs the attacks Fury warriors use the most. On the other hand, Flurry is a pretty unambiguous dps increase, but it does it in a way that's a little more interesting. A talent tree that didn't buff damage of a dps spec at all would feel lame. We just want to free up enough talent points that you can get more of the fun utility ones. (Source)

    1H/2H Dual Wielding and rage generation/damage gap
    Are you talking about Arms vs. Fury? That's not that hard. Arms can have a talent to let them generate more rage with a two-hander or require less rage for their attacks.

    Are you talking about 2H Fury vs. 1H Fury? The Single-Minded Fury talent could literally say "Your one-handed weapons do damage as if they were two-handed weapons." The talent gives us a dial and we can tune it up or down for whatever we need.

    It's much easier to make dual-wielding one-handers and dual-wielding two-handers do equitable damage than it is to make dual-wielding one-handers and using a single two-hander do equitable damage, if that makes sense. (Source)

    Healing reduction effects in Cataclysm
    "All equivalent debuffs" means if you have the debuff today, you will have it in Cataclysm, but at 20% healing received. To avoid further confusion, we are talking about Mortal Strike, Furious Strikes, Wound Poison, Aimed Shot, Permafrost and Improved Mind Blast.

    We are also strongly considering having all of these effect cause the same debuff, called Mortal Wounds, which is a physical effect and therefore undispellable. This allows the behavior to be more consistent regardless of who is applying it and lets us consider things like how easy it should be to dispel poisons (since Mortal Wounds would not be affected).

    Heals will be smaller and health pools will be larger in Cataclysm, so we don't expect Mortal Wounds to feel as mandatory as it does today, but this is clearly the kind of thing that will require a lot of playtesting and feedback. (Source)

    Warrior Preview Q&A
    Q: Will the rotation for a Fury Warrior just be Bloodthirst and Slam with Heroic Strike to burn off rage?
    A: We think Fury is going to end up needing another attack in there for single-target fights. Furious Sundering was intended more as having to Sunder being less of a penalty, but at only 3 stacks, it may not end up being a big deal and we don.t want Fury to feel like they have to purchase a talent that they may not always use. We don.t want Whirlwind to be a good button against single targets however. It essentially gets .free. damage against groups of targets when it.s effective at using against single targets. It.s okay if warriors still do more damage in fights where they can use Cleave and similar attacks often, but right now it.s too extreme.

    Q: Are one-handed Fury warriors going to be competing with rogues for one-handed weapons?
    A: This is unlikely. Rogues and shaman will want one-handers with Agility, while warriors and death knights will want them with Strength. I won.t be surprised when one of these classes picks up the other.s weapon as it could be an upgrade simply based on the damage, but it won.t be optimal.

    Q: Why are warriors not getting some kind of AoE tanking tool?
    A: We think the newly buffed Thunder Clap plus Shockwave are sufficient abilities for AoE tanking. The design of Vengeance should make sure that threat generation doesn.t start to slip behind as the dps characters gear up. It.s not our intention that tanks face a constant struggle to generate enough threat, even in group situations, but we also don.t want threat to be totally irrelevant either. The danger for tanking too many creatures should also be tank death not threat management.

    Q: Is only Sunder Armor being changed?
    A: Rogue Expose Armor and other abilities that apply a similar debuff are being changed accordingly. They will all provide the same debuff at 12% armor reduction.

    Q: What about rage loss when changing stances?
    A: We still want the act of changing stances to require more consideration than just clicking two buttons to use the ability you want. One idea we are going to explore is that you don.t lose rage when you change stances, but you won.t gain additional rage for a short period of time after changing. This lets you say swap to do an Execute without losing your rage bar, but still keeps the idea that shifting constantly comes with inherent efficiency risks.

    Q: Is the intent of Gushing Wound that warriors constantly ask for targets to be kited around?
    A: No, it.s intended to be a bonus when you.re in an encounter where the target either moves around a lot (Ex. BONNNNE STORMMMM-ing Marrowgar) or just has to be moved around a lot (say Lich King). Warriors shouldn.t have the expectation of forcing every PvE opponent to move but it would be entertaining to watch this (from a third party perspective). Smiley


  2. #2
    Love you Boub <3 have some earned rest.

    Meanwhile, warriors, let's discuss our Cata changes. Espescially our lvl 10 startskills.


    Warrior (Forums / 3.3.5 Talent Calculator)
    Warrior - Arms
    Highly trained for battle with two-handed weapons, uses mobility and overpowering attacks to strike his / her opponents down.
    Mortal Strike
    Anger Management
    Two-Handed Weapons Specialization

    Warrior - Fury
    A furious berserker wielding a weapon in each hand, uses a flurry of attacks to carve his / her opponents to pieces.
    Dual Wield
    Dual Wield Specialization
    Bloodthirst
    Precision

    Warrior - Protection
    A stalwart protector that uses a shield to protect himself/herself and his/her allies.
    Shield Slam
    Vitality
    Vengeance
    Are they implying that warriors will not be able to use dualwield if they are not fury? It sure seems like it. And I know, beta and all, but still..

    They nailed it on our other two specs though, props to Blizz for this work.

  3. #3
    Heroic Leap feels very.. Unheroic. A 3 minute cooldown for an AoE stun and only 100% weapon damage? I 'unno, for that long of a cooldown, I was hoping for something more. Plus it says enemy target, which means you can't lead, or hit in the middle of a scattered group. *sadface*

  4. #4
    Where the hell has mortal strike gone?

  5. #5
    Quote Originally Posted by Athor View Post
    Where the hell has mortal strike gone?
    You get it automatically at level 10, if you choose to be an arms warrior. Very cool really.

  6. #6
    I like getting mortal strike at level 10 a lot. As melee characters I often find the first 20-30 levels are boring to do as you usually just sit and auto attack, especially as a warrior as the only thing you really have is heroic strike. This is all changing now though due to this update and the fact that heroic strike is going to be an instant cast now rather than a hit on next swing.

    As for prot, my main spec, it looks slightly like some of our very important passive talents have been removed? I think this was the intention of the new trees but do we have some kind of passive replacement which just don't appear as talents or something?

  7. #7
    ARMS

    War Academy (2/2)
    Field Dressing (2/2)

    Deep Wounds (3/3)
    Impale (2/2)

    FURY

    Armored to the Teeh (3/3)
    Unbridled Wrath (3/3)
    Cruelty (2/2)

    Intensify Rage (3/3)
    Improved Execute (2/2)

    Impending Victory (2/2)
    Fury in the Blood (2/2)

    Even the Odds (2/2)
    Flurry (3/3)

    Death Wish (1/1)
    Rampage (1/1)
    Heroic Fury (1/1)

    Bloodsurge (3/3)
    Skirmisher (2/2)

    Titans Grip / Single Minded Fury (1/1) Depending on weapons

    Glyphs

    Major Glyphs

    * Glyph of Heroic Strike
    * Glyph of Execution
    * Glyph of Victory Rush

    Minor Glyphs

    * Glyph of Battle
    * Glyph of Command
    * Glyph of Enduring Victory

    Gone with victory rush glyphs at this time but this is how i see fury warrs specing. fury looks HOT!
    Last edited by vol_executus; 2010-07-14 at 09:35 AM. Reason: typo

  8. #8
    Okay I've changed my mind about prot. IT LOOKS AWESOME.

    Blood and Thunder... wow I want that so much. Rend one guy, thunder clap and BAM everyone has rend ticking away. Man oh man that is gonna be sweet. Hey look I just DOT all this trash in two moves. How d'you like that Mr Paladin, huh HUH????

    Field dressing looks pretty useful aswell. Hold the Line, well I just like the name of that ability and the effect goes really well with it.

    /love warriors again

  9. #9
    If I am not missing something obvious....fury wont have to stay in berzerker stance any longer since 1) WW isnt single target and 2) the strength bonus from the stance is removed. It will all be about the 10% arp vs the 20% less threat,3% crit and +5% inc damage. Still GC in US forums said they bring something like the old attack that requires enrage back so we have to wait.

  10. #10
    Have to say, I'm pretty unhappy with the Vigilance nerf. I liked that I could pretty well muzzle a high-threat dps class to make them more manageable (i.e. Fire mages, Bladestorming warriors, etc.) I understand, that now that responsibility to manage aggro is on the DPS without it, but at the same time, most people fall back on the "Blame the tank" mentality.

    Maybe I worry too much, though.

  11. #11
    Quote Originally Posted by Pickwickman View Post
    Love you Boub <3 have some earned rest.

    Meanwhile, warriors, let's discuss our Cata changes. Espescially our lvl 10 startskills.


    Warrior (Forums / 3.3.5 Talent Calculator)


    Are they implying that warriors will not be able to use dualwield if they are not fury? It sure seems like it. And I know, beta and all, but still..

    They nailed it on our other two specs though, props to Blizz for this work.
    Yes, fury will be the only dual-weilding spec. It has been confirmed.

  12. #12
    Does anyone else wish we had just 1 more talent point? I want piercing howl and shockwave for my prot pvp spec :<

    Im still loving how warriors are shaping out in the expansion tho!
    walls o' textual eyerape
    IT'S ALL FUN AND GAMES UNTIL SOMEONE LOSES THEIR ANAL VIRGINITY

  13. #13
    I love my new talent specc. It really feels like I'm making an important choice!

  14. #14
    Is it me or the previous talent setup used to leave more space for individual choices?

  15. #15
    http://www.wowtal.com/#k=IHR1sp1p.9mn.warrior


    That seems to be the new cookie cutter build for prot with some variations I guess, Concusion blow and Vigilance might be
    better than Cruelty but as it stands now Vigilance more or less is not desirable and concussion blow is almost useless since devastate can pretty much replace it.

    Improved Rend might also deserve a look in the future for prot since Blood and Thunder implies we'll be using it a lot.

  16. #16
    Quote Originally Posted by alade View Post
    http://www.wowtal.com/#k=IHR1sp1p.9mn.warrior


    That seems to be the new cookie cutter build for prot with some variations I guess, Concusion blow and Vigilance might be
    better than Cruelty but as it stands now Vigilance more or less is not desirable and concussion blow is almost useless since devastate can pretty much replace it.

    Improved Rend might also deserve a look in the future for prot since Blood and Thunder implies we'll be using it a lot.
    You've got to wonder about the new Blood Craze for an effective health build, too. 10% chance on being hit to restore 7.5% health, with cataclysm stamina levels, and hearing that heals won't be for as large a proportion of our health pool.

  17. #17
    It's not that some of the new abilities don't look cool, it just seems as if there aren't really any mandatory talents. GC said that blizz prefers to have a few good options.. there really doesn't appear to be any real alternatives, not to mention if you're looking to go pvp for Arms you can't realistically get piercing howl. I'm kind of excited to get skills early on, but a talent point every other level? Kind of a let down for those not close to being maxed out.

  18. #18
    I agree that a Blood Craze build may be a valid choice. To grab that talent, I would drop the 15 more rage when blocking, since right now we don't have many rage issues, but who knows comes Cata.

    http://www.wowtal.com/#k=IHObXWkY.9mn.warrior

  19. #19
    Why is Gushing wounds not shown at the head start of the post, but it's shown in the blue post.

  20. #20
    There you go warriors. charge apply rend thunderclap. Aoe qq problem solved

    not that we needed it in the first place
    Last edited by Vildhjarta; 2010-07-14 at 01:45 PM. Reason: qq

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