DPS-warriors

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  • Warlords of Draenor Beta: Changes coming for DPS warriors

    by 
    Matthew Rossi
    Matthew Rossi
    07.03.2014

    Count nothing in the beta done until the beta is itself done. It's the modern equivalent of 'count no man happy before he is dead' (at least it when it comes to betas) and it's especially true for warriors this time around. Arms has seen huge changes, fury has seen a backlash over the loss of Heroic Strike, cats and dogs living together, mass hysteria. Now we get to see what the intended direction for warriors is, thanks to a forum post from Celestalon. So what's the haps? I'm glad you asked. The usual caveats (it's all still subject to change, it's the beta, don't get too worked up) apply, of course. Celestalon - Fury Feedback So, we don't often share our thoughts on upcoming changes this early, as plans can change very rapidly. Please keep in mind that none of the following is set in stone – it hasn't even been developed yet – and there's any number of issues that could cause us to decide to take a different approach. That said, we definitely agree that Arms feels a bit empty at the moment, and want to fill it out a bit more, and we want to add some talent choices to both Arms and Fury that provide options for more involved gameplay. Here's what we're thinking: Rage generation increased by 25% for Arms. Rend returns for Arms. Costs 10 Rage, deals damage over 18sec, with a burst of bleed damage at the end. Total damage is similar to a Mortal Strike. Thunder Clap is usable in any stance. AoE damage and snares, 6sec cooldown. 30 Rage cost for Arms, free for Protection. We're replace the level 45 talent row (Staggering Shout / Piercing Howl / Disrupting Shout) with: Varies by spec:Arms – Taste for Blood: Passive. Rend ticks grant 3 Rage. Fury – Furious Strikes: Passive. Reduces the cost of Wild Strike by 10 Rage Protection – Heavy Repercussions: Passive. Shield Slam deals 50% additional damage while Shield Block is active. Sudden Death: Passive. Auto attacks have a chance to trigger Sudden Death, making your next Execute free and usable on targets above 20% health. Varies by spec: Arms – Slam: Active ability. Costs 10 Rage. Deals 100% weapon damage. Each consecutive use increases Slam's damage by 50% and Rage cost by 100%, stacking up to 5 times. Fury – Unquenchable Thirst: Passive. Bloodthirst has no cooldown. Protection – Unyielding Strikes: Passive. Devastate reduces the Rage cost of Heroic Strike by 6, stacking up to 5 times. Lasts 10 sec. No longer refreshes while at 5 stacks. Again, this is all very much in the formative stages. Any or all of the above could end up changing in any number of ways. But we are listening, and are doing our best to make Warrior gameplay awesome in Warlords. source Some of this I don't expect to see last very long - Unquenchable Thirst in particular strikes me as an ability that will become wholly abused if it goes live. No cooldown on Bloodthirst? So, what, you just hit Bloodthirst constantly in-between Colossus Smashes? Now, I personally like that kind of rage generation option - it's very Barbarian from Diablo III really, constantly filling up the rage bar. But I don't expect to see it actually get implemented. Still, it's very interesting to see Slam as a talent (even if it is an Arms only talent - frankly I'd like to see fury get a bite of that apple). Still, arms really is desperately in need of some more attacks, so overall I'm curious and interested.

  • The Care and Feeding of Warriors: Speculative solutions

    by 
    Matthew Rossi
    Matthew Rossi
    06.08.2013

    Every week, WoW Insider brings you The Care and Feeding of Warriors, the column dedicated to arms, fury and protection warriors. Despite repeated blows to the head from dragons, demons, Old Gods and whatever that thing over there was, Matthew Rossi will be your host. In the past few weeks I've talked about warrior survivability concerns and our problems with itemization and that's got me thinking: what are the solutions? Now, I'm not a dev nor even playing one on TV, I'm basically just a fan of the game, but that doesn't stop me from thinking about these things. It's easy to complain about issues, after all, but harder to discuss meaningful solutions. So I've decided to do just that, since the comments alone are usually worth the price of admission in cases like that. The main concerns I'll be discussing are as follows: DPS warrior survivability in PvE The rapid decline of Arms warriors in PvP (Cynwise's recent class distribution numbers went a lot more in depth than my own class rep post, and it's convinced me the warrior decline in PvP is more meaningful than I first thought) Warrior tanking issues (haste, overall DPS, our lack of 'cheese') So what could we see that would help with these issues? What changes would be effective without being too effective?

  • The Care and Feeding of Warriors: Going Back To The Well

    by 
    Matthew Rossi
    Matthew Rossi
    07.25.2009

    The Care and Feeding of Warriors is WoW.com's weekly column about all things clanky and rage-related. Matthew Rossi felt like using that old, old, lookit me in my bug shoulders from AQ40 screenshot. Yes, those are the Might legs. We can all look back and laugh now, sure. Back then it wasn't funny.Believe it or not, there is a method to this particular madness. Since Blizzard was so kind to go back and release more Q&A for warriors this week, I felt to some degree constrained to talk about the answers they gave (and the questions they answered, for that matter) and in going over the post, one particular passage brought me back to the beginning, so to speak. To the days of running MC, BWL and AQ, gearing up in anticipation of patch 1.11 and Naxxramas. Let's look at the particular exchange I'm referring to. Community Team: It appears that many players who enjoy the Warrior class for its damage aspects continue to feel that, without best in-slot items, their class's performance is very truncated. Q: Is this an issue that we have seen in the Warrior class? If so, do we have any plans to accommodate those players who do not have best in-slot items, while still keeping those with the very best equipment from being too powerful? A:This really just gets back to the way rage works, which is that damage leads to rage so you have to pick a point at which you balance warriors. High damage and high rage? Low damage and low rage? The way to fix it is to normalize rage even more so that you always get X rage per second regardless of gear. But once you always get X rage per second you essentially just have rogue energy. So, as with the previous question, we don't like the way it is working and want to change it but we don't have a perfect substitute in the can just yet. This has been an issue for the warrior class since Blackwing Lair. See? I told you there was a reason I dragged out the old picture.