warrior-talents

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  • Skill Mastery: Dragon Roar a crit among new level 60 warrior talents

    by 
    Matthew Rossi
    Matthew Rossi
    04.25.2012

    Dragon Roar is the new talent in the level 60 tier of Mists of Pandaria talents for warriors. As such, you won't be able to take it and either Bladestorm or Shockwave; you have to pick one of the three. That being said, it's not an easy decision. Dragon Roar has several significant benefits. For starters, it's a guaranteed critical hit. You can have no critical strike rating at all, and you'll know that Dragon Roar is going to crit. This means that it's a dynamite AoE threat move if you want an ability you can save for emergencies instead of using on cooldown the way you will Shockwave. In addition, Dragon Roar's damage is substantial, and it combines an AoE knockback with a full 5-second stun, making it very potent for PvP as well as for dealing with sudden adds or keeping adds under control longer. And while it has a 1-minute cooldown, making it longer than Shockwave, it's a full half-minute shorter than Bladestorm, meaning you can use it more often. Also, it's bloody awesome to yell and see an expanding blast of damage flow out from you in all directions. It's hard to catch a good screenshot of that, though. Dragon Roar combines good damage with excellent short-term control, and I have a very hard time deciding between it and its rivals. It's open warfare between Alliance and Horde in Mists of Pandaria, World of Warcraft's next expansion. Jump into five new levels with new talents and class mechanics, try the new monk class, and create a pandaren character to ally with either Horde or Alliance. Look for expansion basics in our Mists FAQ, or dig into our spring press event coverage for more details!

  • The Care and Feeding of Warriors: A simpler and more variable arms spec for Mists

    by 
    Matthew Rossi
    Matthew Rossi
    04.21.2012

    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. Sometimes, writing these columns, I struggle to find a way to encapsulate the experience I'm having in game. With the Mists of Pandaria beta, I've sat down and detailed how fury and protection warriors have played out, how they've changed and how they're the same. And so I wanted to do the same for arms warriors. For one thing, arms is the spec I'm currently playing on live, in heroic Dragon Soul, so I'm fairly intimate with the spec and its demands. For another, arms is right now probably the most played warrior spec in terms of its representation in heroic level raiding. So what of arms in the beta? Arms in Mists of Pandaria is arms now, but simpler and more variable. That's it. The changes to arms are the changes to all warriors. Rend's being gone and Mortal Strike's automatically applying Deep Wounds means that all you have to do to light up Overpower in Mists is use your main attack that generates rage, which you would be a crazy mad insane fool not to use.

  • The Care and Feeding of Warriors: How Mists of Pandaria exposes the warrior past

    by 
    Matthew Rossi
    Matthew Rossi
    04.14.2012

    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. I have been playing a warrior since early December of 2004. I started the game when my wife (well, my wife now; we weren't married yet at the time) introduced me to it. She'd been playing in the beta, really enjoyed it, and thought I would too, since I was a huge Dungeons & Dragons nerd. In a rare example of my listening to someone else, I rolled a paladin (I often played paladins) and played him for two or three weeks before realizing a few things. I didn't want to heal. Not at all. Not even a little bit. People kept assuming I would do so. I loathed every aspect of playing a paladin, right down to the names of the abilities. I could, in fact, fix all of this by simply playing something other than a paladin. This led me back to the character creation screen, where I was faced with the decision of what to play if I didn't want to play a paladin. Since when I played D&D, my #1 choice was usually either a ranger or a paladin, I considered hunter, but they didn't seem remotely melee enough for my tastes. Plus, my wife was already playing one. Then while looking at the classes, I tried out a warrior and read a few lines. Next thing I knew, I was killing wolves in Northshire. Almost seven years later, that character is still here. He's had four race changes and a faction swap, but he's still here. So is the second warrior I rolled (he's a worgen now) and the third (a draenei) and the fourth (a tauren). I fell wholly, completely, and deeply in love with the warrior class, and I've never fallen out of love with it, despite its ups and downs over the years.

  • The Care and Feeding of Warriors: Protection Warriors in Mists of Pandaria

    by 
    Matthew Rossi
    Matthew Rossi
    04.07.2012

    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. Remember what I said last week? About how the beta is not in damage balancing mode? That goes double for protection warriors right now. Along with feral druids, protection warriors are doing substantially low DPS on the beta. How low? Low enough that threat's a real issue. This low, to be precise. Ghostcrawler - Protection Warriors & Rage As I mentioned recently, Prot warrior damage is probably 50% of where it needs to be. When we have that adjusted, your threat will be higher and those Shield Slam and Revenge hits in particular should feel meatier. source When they come right out and tell you you're at 50% of where Blizzard expects you to be, you know it's bad. But again, this is a beta and not one intended to balance our DPS yet. In fact, those prolific data miners over at MMO-Champion have already found signs in the next beta patch that the damage balancing is beginning.

  • The Care and Feeding of Warriors: Fury in Mists of Pandaria

    by 
    Matthew Rossi
    Matthew Rossi
    03.31.2012

    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. Now that we've had a week to play around with the Mists of Pandaria beta, I've gone ahead and done some dungeons and played around with specs. This week, I'm going to look at Single-Minded Fury and Titan's Grip fury warriors as they're currently shaping up. Some caveats: This is not a damage pass. The beta is not balanced yet, so aside from some general "This feels underpowered" or "This is brokenly good" if I think it warranted, I won't be talking much about DPS or damage. Emphasis is on rotation, how the spec feels to play, and how hard or easy rage is to come by. Right now, I'm more interested in discussing how the experience is playing as fury in the beta, not trying to argue for buffs or nerfs when it's simply too soon. With the new talent system, there's simply not a cookie-cutter build yet for either. Since all fury warriors can go TG or SMF depending on what weapons they have (both are baseline abilities fury warriors all get) and any warrior can take any one of three talents per talent tier, there's no right or wrong yet. While familiar, there's enough changed to make the fury priority system require relearning. It's not alien, to be sure, but the addition of Wild Strike, the removal of Slam, and the changes to rage generation and stances have altered the spec. So, let's talk about how fury plays out in Mists.

  • The Care and Feeding of Warriors: Mists of Pandaria beta impressions

    by 
    Matthew Rossi
    Matthew Rossi
    03.24.2012

    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. Go ahead and hate me for being in the beta. I know how it is. But believe it or not, I'm running around testing out the new warrior talents, the specializations, and I've even leveled a pandaren warrior to 12 in order to see how the new rage scheme plays out at low levels as well as for my level 85s. I also imported two 85 warriors so I could spec one arms and one fury and then play with talent choices. Before I get too mired in details, let me tell you about Dragon Roar. Dragon Roar takes the place of Avatar in the level 60 talent tier, with Avatar moving to the level 90 talents, replacing Deadly Calm. At level 60, you can spec Bladestorm, Shockwave or Dragon Roar, and Dragon Roar is fantastic. It's a 1-minute cooldown ability that hits everything within 10 yards of you, doing damage and knocking them back and down for 5 seconds. It does fairly solid damage, too. What this means is that the level 60 tier is actually compelling now, and you're able to choose between different abilities that each do something interesting. It also means warriors have a knockback that also stuns after it goes off, if they spec for it. Man, I would have loved Dragon Roar when we were doing heroic Ragnaros. At present, only the pandaren starting zone is open for testing, you can't go to Pandaria yet. So after taking my tauren out for a couple of spins through testing out the new talents and playing with stance dancing, I rolled a pandaren warrior and saw what it felt like to level.

  • The Care and Feeding of Warriors: Toolkits and themes

    by 
    Matthew Rossi
    Matthew Rossi
    03.17.2012

    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. This week, in a discussion of War Banner, some interesting points were made. In his response to the discussion, Daxxari said something that really made me think about the warrior class and where it is going -- more importantly, where it can go. Daxxari - War Banner Ultimately, we wanted to try and expand the design potential for warriors a bit. Increasingly, it seemed that any new ability had to be another type of movement, a weapon strike, or shout, or it wouldn't feel like a warrior ability. We wanted to try something new, and we're hoping that warriors will give them a shot once we're in beta and let us know how it feels. source What I really found worth examining is this idea of what feels like a warrior ability, exactly. So many people objected to War Banner based around the idea that it's a totem, and totems are shaman-only. War Banner isn't going to be implemented like a totem. But the idea of trying to design new abilities that broaden the feel of warrior abilities leads us to ask what, exactly, does feel like a warrior ability. Should all warrior abilities be shouts, movement-based abilities or weapon strikes?

  • The Care and Feeding of Warriors: Buffs and debuffs in Mists of Pandaria

    by 
    Matthew Rossi
    Matthew Rossi
    03.10.2012

    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. Last week, we talked about incoming statistics changes. This week, we're going to talk about the details to changes in buffs and debuffs and which classes can provide them. This will of course center around the warrior class and which buffs and debuffs we'll specifically bring to the table. We're also going to hopefully get more into the concept of why buffs and debuffs matter. When World of Warcraft debuted, warriors tanked primarily by their debuffs. Sunder Armor, Demoralizing Shout and Thunder Clap were considered essential for progression tanking. As time has progressed, debuffing mobs and bosses has diversified so that many DPS specs have access to these debuffs. Meanwhile, buffs grew in importance to the point that warriors (DPS or tank) also gained access to a few of those. As the game evolved from The Burning Crusade to Wrath of the Lich King and now Cataclysm, buffs and debuffs were consolidated so that various classes offered access to them to prevent any class from having a monopoly on them. Now, with Mists of Pandaria on the horizon, we're seeing more of this evolutionary process. What does this mean for warriors? Let's talk about that.

  • The Care and Feeding of Warriors: Stat changes and you

    by 
    Matthew Rossi
    Matthew Rossi
    03.03.2012

    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. This week, we have statistics and how they will work in Mists of Pandaria to talk about, thanks to our metaphorical friend Dr. Greg Street. (I've never met the man; I can't in good conscience call him my friend, although I have appreciated his work over the years.) These are some big changes to how stats work for every class. I don't write about every class, of course. If you don't wear plate, tank with a shield, and have Bladestorm or Titan's Grip in your talent trees, then someone else is going to have to explain what this all means for you. One of the really big changes is the change to the Block mechanic. Currently, World of Warcraft operates on a single combat roll system, wherein an attack is made and either succeeds or fails based on factors like dodge, parry, block and outright chance to miss. In Mists, things will be very different.

  • The Care and Feeding of Warriors: Keep yourself alive

    by 
    Matthew Rossi
    Matthew Rossi
    02.25.2012

    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. One of the most important lessons I was forcibly reminded when killing heroic Yor'sahj this week was that dying makes you useless. Even if you can be given a battle res, that's not only lost damage time for you, it's lost damage or healing time for the person bringing you back from the dead. It means that battle res won't be available for a tank as the fight progresses, it's just a big mess. This was further reinforced by our Ultraxion kill. Killing Ultraxion on heroic means not only does everyone need to hit a minimum DPS threshold of about 33k sustained throughout the fight, they need to do this while performing nearly flawlessly on Hour of Twilight and Fading Light. Having tanked the past couple of weeks, it was a lesson I needed to relearn. DPS players can't rely on being the target of a dedicated healer -- there's usually two or three healers at most in 25 man raids (and less, perhaps just one in 10's) focusing their attention on the raid as a whole. Even if they break the healing up into assignments and don't deviate, there's still several people at any given time needing the healers attention. While they certainly usually do their best, if we don't help them out we're only hindering ourselves. The days of 'meh, they'll heal me through it' are long gone.

  • Cataclysm Beta: Warrior talents and specializations

    by 
    Matthew Rossi
    Matthew Rossi
    07.14.2010

    The Cataclysm beta has dropped a new talent build, and with it we have both the new talent specializations as well as the new talent trees. As you can see from the screenshot above: Arms warriors get Mortal Strike, Anger Management and Two-Handed Weapon Specialization for picking arms as their talent specialization. Fury warriors get Bloodthirst, Dual Wielding, Dual Wield Specialization and Precision. Protection warriors get Shield Slam, Vitality and Vengeance. What this means is that each tree will have a rigorous, defined role, and only that tree will make use of certain key abilities. As an example, only fury warriors will be able to dual wield at all. No more arms and prot dual wielding of any kind. In addition, we can now look directly at each talent tree with the new redesign and look at what you'll be spending those 31 points in. However, just because it's in this beta patch doesn't mean it will make it to live; we already know Impending Victory is not likely to survive.

  • The Care and Feeding of Warriors: Cooldowns

    by 
    Matthew Rossi
    Matthew Rossi
    10.22.2009

    Every week Matthew Rossi slaves in his kitchen over a hot stove, primarily because he needs something to nosh on while composing The Care and Feeding of Warriors, WoW.com's column about warriors. Also, he's chained to the stove. No no, don't ask, it's a long story. Cooldowns. Those abilities that provide a sizable benefit to a character when used, but cannot simply be used over and over again due to a time-based limitation on their use. As far as I know, every class has a few. For warriors, being a two role hybrid, cooldowns can be further broken up into tanking and DPS related, with some overlap (the famous and oft-neglected Retaliation comes to mind as a cooldown that can be used in either role to some extent).and it's often the most basic and yet most easily overlooked aspect of warrior gameplay. While for a DPS, cooldowns are useful and even can be said to be required for top performance, for a tanking warrior's cooldowns only grow in importance the more cutting edge the content becomes. Wrath of the Lich King stands out, a year or so into its development cycle, as having shifted tanking away from a process of gearing to either survive or completely avoid big spiky damage in the form of critical hits/crushing blows to a process of gearing to survive big spiky damage through stamina and, more often, cooldown usage. Whether it be Gormok the Impaler's Impale, Onyxia's combination of Wing Buffet, Cleave and Fire Breath, or Mimiron's Plasma Blast, you as a tank will often be called to do anything in your power to make healing you through massive amounts of damage easier. Sometimes, it won't be enough. So let's talk about cooldowns.

  • Death to Whirlwind

    by 
    Matthew Rossi
    Matthew Rossi
    10.19.2009

    Well, no, not death. But the synergy between Whirlwind and Titan's Grip is, to my mind, the reason why Titan's Grip was nerfed in the first place. The secret is in Whirlwind's tooltip. For those of you who just hate reading floaty boxes, here's the skinny: "In a whirlwind of steel you attack up to 4 enemies within 8 yards, causing weapon damage from both melee weapons to each enemy."What's the problem, you're probably thinking, or maybe you're thinking about pennies and kittens, I'm no mind reader. Plus, I'm writing this before you get a chance to read it, so while I'm composing it you're not even thinking about what I'm typing because you won't read it until later and I'm also incapable of prognosticating the future.

  • The Care and Feeding of Warriors: Just like it used to be

    by 
    Matthew Rossi
    Matthew Rossi
    10.16.2009

    This week, The Care and Feeding of Warriors chronicles a turn. After 11 months as fury, Matthew Rossi has changed gears and transitioned his role once more. Sometimes you can go home again.I've given fury up for dead. Not because it actually is dead. You can do good DPS with it if you have best in slot gear in every slot, which is par for the course with fury, really... I'm sure we'll see some nerfs heading into patch 3.3 to soft reset fury DPS to keep it below everyone else the same way we did going into Ulduar. But for me, it's not even the fact that you have to gear with a spreadsheet and compete with every other physical DPS class for those few drops that actually have the stats you want, it's the fact that when you do this, you get to follow the exact same stultifying rotation we've had since forever. Fury may or may not be fine, but frankly, it's gotten boring.Bloodsurge can only make up for so much. At least with an Arms spec, while the DPS is slightly less, you get to do fun things. And so my DPS spec is now arms all the way since I have Trial of the Crusader/Grand Crusader gear to support it, a honking great 2h sword (and so far I'm liking the retooled sword spec) and plenty of things to swing it at. Arms is active. You're constantly using abilities, and while it's ultimately almost as predictable as fury when you get right down to it, it doesn't feel like it is. Between keeping your Rend active (letting it fall off then reapplying it for maximum Overpowers), hitting Sudden Death Executes and Slam in between MS and Overpower feels less like a clunky, hit this key then that key then this key rotation and more like you're weaving in attacks.

  • The Care and Feeding of Warriors: Armor Penetration

    by 
    Matthew Rossi
    Matthew Rossi
    10.08.2009

    This week The Care and Feeding of Warriors finally does that long piece about Armor Penetration. You'll find Matthew Rossi screaming at the moon, caked in his own blood, after plunging into these non-Euclidian mysteries.I've been threatening to write about it for weeks. Thing is, I'm not too sure who I'm threatening, you or me.Armor Penetration has been with us in one form or another for quite a while now. There are abilities like Sunder Armor and Expose Armor that lower armor temporarily, of course, and the rogue talent Serrated Blades. My first conscious exposure to the mechanic was the epic weapon Bonereaver's Edge, which dropped off of Ragnaros. Back then, the mechanic was fairly simple. Bonereaver`s Edge would ignore a certain amount of armor with each proc of an on-hit ability, in this case 700 armor. It could stack up to three times, so in a fight that lasted for long enough Bonereaver`s could maintain an effective -2100 armor debuff on a boss that only applied to the person using it.Effects like this weren`t terribly common in Vanilla WoW. I myself never had a Bonereaver's (Don't cry for me, I did all right on Rag drops if I do constantly brag so myself) and so Armor Pen didn't really impinge on my consciousness. Of course, I was mostly either a tank or an offtank back in the old MC/BWL/AQ/NAXX40 days anyway. Back when you could tank with an arms or fury spec and dinosaurs ruled Un'Goro. (They still do, we just don't go there very often.) So it wasn't until Burning Crusade that I really started to notice ArP.Back in BC, armor pen didn't have rating yet. Enchants like Executioner read "Permanently enchant a Melee Weapon to occasionally ignore 840 of your enemy's armor. Requires a level 60 or higher item." Gear that had armor pen on it told you how much armor it was going to penetrate. Cataclysm's Edge, for instance, just said "Equip: Your attacks ignore 335 of your opponent's armor." What this meant was, when you collected a whole set of ArP gear, all you had to do was add up how much armor you were ignoring. The plus side of this was, it was very simple to understand. The down side? Well, on bosses or classes with low armor (we're talking those annoying skirt wearers who can take half of your health off in one attack that completely ignores armor, you know the ones) reducing up to, say, 3000 armor at level 70 was pretty dang nasty. So they changed Armor Pen to a rating.From there, all our troubles began.

  • The Care and Feeding of Warriors: Lessons from Trial of the Crusader/Grand Crusader

    by 
    Matthew Rossi
    Matthew Rossi
    10.02.2009

    This week The Care and Feeding of Warriors talks about what the latest 10 and 25 man raid can teach you on its highest difficulty setting. Matthew Rossi has gotten his face pushed into the floor a lot this week. It's okay, he probably needed a touch of humbling.So yeah, turns out the plants inside the Crusader's Coliseum taste awful. Must be all those yeti, worms and magnataurs they let traipse around in there.This week, after our usual clear of Trial of the Crusader we got serious in TotGC, as Matt Low tells me is the proper acronym. After some bad experiences we got the Beasts down with minimal fuss, and Jaraxxus took us a night but eventually died. Faction Champions, on the other hand, just stomped on our heads over and over and over and over again. Eventually they went down, and we called it a night exhausted but glad to be done with the whole thing. Why do I mention this?Because one of the things I've come to realize is that I'd gotten soft, or more accurately, I've grown comfortable in a tunnel vision, spam my rotation and shut up world. Whether tanking or DPS, warriors are notable as a class with a purity of focus... pretty much everything we do is physical in nature, with the exception of a few bleeds thrown in... and yet, a pretty widely varied toolbox to pull out. With Icecrown on the horizon and patch 3.3 on the PTR, it seems like a good time to discuss warriors as a general tacklebox.

  • The Care and Feeding of Warriors: Arms gearing for beginners

    by 
    Matthew Rossi
    Matthew Rossi
    09.28.2009

    The Care and Feeding of Warriors promised it would discuss Arms gearing for the warrior just hitting 80 three columns ago. Since we covered the changes to warriors in patch 3.2.2 this week already, it seems like a good time to at least try and discuss it now.Let's get this out of the way up front: if every week you're rolling over Trial of the Crusader and Trial of the Grand Crusader heading for A Tribute to Insanity, then this column will be completely wasted on you. It's like bringing coals to Newcastle (not the bitter, the actual town). While my human warrior is geared pretty well by this point, he's a fury/prot warrior most of the time, so the test bed for most of my Arms play is my tauren, who is mainly gearing up via Wintergrasp and various Battlegrounds as well as five man TotC and its heroic counterpart. (As an aside, if someone could explain to me why the Grand Champions and Paletress seem to have forgotten that they have 2H weapons on their loot tables, I'd really appreciate it.)This column will be focused on a general overview of gear specifically for an arms warrior that you can acquire via PvP (not Arena, but Wintergrasp and BG's), reputation grinding, emblem vendors and running TotC 5/heroic 5. There's actually a great deal of easily acquired gear out there to catch up your new arms warrior.

  • The Care and Feeding of Warriors: Old Mechanics

    by 
    Matthew Rossi
    Matthew Rossi
    09.18.2009

    This week, The Care and Feeding of Warriors looks back at the legacy of the Warrior class through the original game and two expansions. Matthew Rossi remembers when Taunt cost rage. Remember that? Makes you shudder, doesn't it? I don't mean crotchety guys in stained overalls working on your car. No, what I'm talking about is the foundation of the warrior class itself, those abilities that are holdovers from the very beginning of the game. It's hard to remember sometimes, with a game that changes and flows with time the way WoW has, that things were once very, very different... I still remember when they fixed the bug that kept dodges, parries and blocked attacks from generating any rage, hoo boy was that one a killer for warriors... and some of our abilities date back to the very beginning of the game or shortly after it. (Pummel was removed in patch 1.1.0, for instance, and returned in patch 1.2.0, when Maraudon was introduced.) I personally have a very hard time remembering not having Pummel, which is probably because I didn't use Berserker Stance enough before that patch went live. It's even more interesting to note that before patch 1.2.0 Berserker Stance granted a flat 10% melee haste instead of 3% crit, the kind of stat that probably would have had me scratching my head in confusion back then. (I don't scratch my head now, I just kind of grunt softly and bang on the monolith with a bone.)

  • The Care and Feeding of Warriors: Some Thoughts About Tanking

    by 
    Matthew Rossi
    Matthew Rossi
    09.11.2009

    This week The Care and Feeding of Warriors has some thoughts on tanking as it currently exists in the game. While these are general thoughts, we will of course make an effort to approach them from a warrior standpoint. Because that's kind of the whole point of the column.I make no pretense of being a raid tank nowadays: I mostly DPS in raids, and only switch to tank when we're down one for whatever reason (real life issues, connection problems) or a fight demands more than three tanks (Auriaya, sometimes Mimiron if cooldowns are a concern, psuedo-tanking the Faction Champions, adds on Anub'arak). Most of the tanking I do, I do in 5 mans and 10 mans where we just go with whoever is on. (I also do a fair amount of tanking on my DK alt, including 10 mans and 25 man PuG raids, but this is a Warrior column, not a "holy heck my DK is ridiculously OP" column.) However, recent discussions about tanking here at the WoW.com orbital defense platform HQ, combined with a recent very interesting thread on the forums with lots of Ghostcrawler input, have me thinking about where tanking is, and where it's going.One of the things I see in tanking presently is that the general tendency inherited from Legacy content is at an all time high: tanking is currently two entirely separate games, one at the 5 man level and another at the raid level, and that tendency is exacerbating as raiding itself splits into 10 and 25 man (and their respective hard modes). At present, the 10 man raid experience is in fact undergoing a series of shifts that moves it away from the 5 man but also away from 25 man, simply due to the amount of responsibility that can and must be shared in each kind of raiding. In short (too freaking late, Rossi, too freaking late) 10 man raiding cannot afford the luxury of 25 man raiding's potential of tanking if it actually wants to kill anything.

  • The Care and Feeding of Warriors: A Call To Arms

    by 
    Matthew Rossi
    Matthew Rossi
    09.04.2009

    The Care and Feeding of Warriors takes this week to explore Arms. Matthew Rossi has been Bladestorm crazy all week, it's really rather disturbing.The last time I dedicated a column to Arms, it was April. It seems overdue for discussion again.Part of the problem was, I didn't have an axe or polearm. Heck, I didn't even have a mace. Swords? Yeah, I had swords up the wazoo. Unfortunately, swords are not good for Arms. This is because Sword Specialization is just plain inferior to Poleaxe Specialization. Sad but true, the once might Sword Spec is now hampered by an internal cooldown that prevents the ability from proccing twice in close succession, meaning that at most you'll get an extra attack that might be a crit and then nothing for 45 seconds. Compare that to Poleaxe's 5% crit bonus and 5% more damage from each crit, with no messy hidden cooldown so that the more crit you have, the more chances you have to do more damage with each crit. Sword spec is so bad it's getting buffed in the 3.2.2 patch, and yet even doubling the chance for an extra hit doesn't seem to excite most dyed in the wool arms players. Although Justicebringer still won't drop for us I did manage to snag myself an axe this week and decided to play around with Arms again.