Analysis of the latest warrior changes

The latest beta push brought a shitload of changes. I’ll provide my analysis of those changes.

Warrior (Skills List / Talent Calc. (8820))

  • Thunderclap cooldown increased from 4 seconds to 6 seconds.
    • Given that it’s damage output was increased, it is a ‘trade off’ what I’m curious to see is if over 30 seconds (let’s say 4 TC) if the damage increase really outweighs the 1 TC we could have done. This change will help to avoid running mobs due to healing aggro. It’s still no consecrate  but should be better than what it used to.


  • Shield Wall damage reduction increased from 50% to 60%.
    • Given that SW used to be on a 30 minutes timer for 75 % reduction and now it being a 5 minutes CD for 60% reduction, can we say hell yeah !!!
  • Shield Block now Increases your chance to block and block value by 100% for 5 sec. Cooldown changed from 30 seconds to 1 minute.
    • 5 seconds where every attacks gets blocked is huge, healers needs a break, no problem, just SB to lower the incoming damage. The cooldown being 1 minute 40 with talent will be there to prevent spamming. All in all balanced. And remember if you took critical block talents those blocks can block for the double they usually do


  • Bladestorm now lasts 6 seconds instead of 4.5 seconds.
    • it would last 20 seconds and it would still be crap, they should rename it “Self-CC”
  • Strength of Arms moved from tier 10 to tier 8. Changed to a 2 point talent and now increases your total strength and total health by 2/4% (was 1/2/3/4/5%)
    • Still Meh, as arms you don’t need a huge HP pool unless you PvP, so from a PvE perspective, I’ll still skip that one.
  • New talent – Wrecking Crew (Tier 10) – Your melee critical hits have a 20/40/60/80/100% chance to Enrage you, increasing all damage caused by 3% for 12 sec.
    • Nice one, but 3% is pretty bland for 5 pts… if it were 1% per pts then we’d be in business.
  • Blood Frenzy now makes your Rend and Deep Wounds abilities also increase all physical damage caused to that target by 1/2%. (was 2/4/%)
    • 1st, they moved it to tier 9, which was already a low blow for my spec, and now they nerf it. Will 2 % really be worth it ? I seriously doubt it.
  • New talent – Bull rush (Tier 9) – Increases the duration of the Stun effect of your Charge and Intercept abilities by 0.4/0.7/1 seconds.
    • PvP talent that’s all. Might help a little to curb the intercept bug, but still not worth 3 pts
  • Improved Mortal Strike now increases the damage caused by your Mortal Strike ability by 2/4/6/8/10% and gives your Enraged Assault ability a 6/12/18/24/30% chance to refresh the cooldown of Mortal Strike.
    • 10 %, now that’s interesting ! Enraged assault ? Does they mean attacks done while enraged ? If so, it might get interesting if you take the new talent ‘Wrecking crew” (Enrage when you crit) at last we can see some synergy in that tree.
  • Trauma has been moved from tier 8 to tier 9.
    • They really want to avoid Arms / fury hybrid, don’t they ? Will 30 % more dmg on bleed effect be worth it ? Some testing required.
  • Unrelenting assault now reduces the cooldown of your Overpower and Revenge by 2/4 seconds. (was 1/2 seconds)
    • revenge : defensive stance, Overpower : Battle stance, the 2 stances I barely ever use… Battle stance is sometime used when grinding, and even then it is only against trivial mobs..
  • Mace specialization changed, it now gives your melee attacks a chance to generate 10 rage when using a Mace.
    • Given that I usually get between 14 and 30 rage per white hit with my sword, mace spec will lack in comparison with sword spec. That is unless they up the proc rate and remove the 6 seconds cooldown.
  • Improved charge now increases the amount of rage generated by your charge ability by 5/10 (was 3/6).
    • Nice ! Charge –> slam –> MS This means trivial mobs will most likely be dead by that time. I would however preferred to have an increase in range rather than rage gained.
  • Bloodletting has been renamed to Improved Rend once again, and doesn’t affect Bloodbath anymore.
    • Improved crap remains improved crap
  • Improved Slam (Tier 7) has been moved to the Arms tree.
    • Given that fury gets instant slams this talent wasn’t needed for them anymore. A logical move. I would have liked it to make our slams instant thought. We will still have to stop moving in order to cast slam.
  • New talent – Taste for Blood (Tier 4) – Whenever your Rend ability causes damage, you have a 10/20/30% chance of allowing the use of your Overpower ability for 5 secs.
    • trying to force us to use rend heh ? Rend is a battle stance ability, same goes for overpower. Guess when I use battle stance ? When fighting mobs that I either 1-2 or 3 shots, rend would probably don’t have the time to deal any damage before the mob dies. Nice try, but still doesn’t cut it.
  • New talent – Justified Killing (Tier 4) – You gain 6 rage every time you parry an attack.
    • Grinding / levelling talent, no uses in raid


  • Heroic Leap moved from Tier 11 to Tier 9.
    • They saw its use was awkward and didn’t justified it to be a tier 11 talent, so they moved it down to make it less ‘suck’
  • Titan’s Grip moved from Tier 10 to Tier 11. It is now 1 rank and Allows you to equip two-handed axes, maces and swords in one hand. No speed penalty anymore.
    • Can we say OUCH ! A true 51 pts talent now. Fury will most likely be THE dps spec now (there’s no effing way an arms warrior will be able to make out the dps difference via raid contribution now  aka blood frenzy)
  • Furious Resolve (Tier 9) removed.
    • Lookout for threat now… but hey 2 threat reduction talents in the same tree… what gives…
  • New Talent – Furious Attacks (Tier 8 ) – Your normal melee attacks have a 50/100% chance to reduce all healing done to the target by 25% for 8 sec. This can stack up to 2 times.
    • MS for fury now…. they are now a viable PvP Spec (if now THE PvP spec with that change)
  • Rampage (Tier 9) completely changed: Your melee critical hits cause you to go on a rampage, increasing melee critical hit chance of all party and raid members within 20 yds by 5%. Lasts 10 sec.
    • Fury lacked raid utility, and this fixes that. 5 % crit for all melees in the raid is a huge buff, better than the mere 2% physical damage increase blood frenzy will provide now.
  • Intensify Rage moved to Tier 5 and completely changed: Reduces the cooldown of your Bloodrage, Berserker Rage, Recklessness and Deathwish abilities by 11/22/33%.
    • They realized that a fury warrior that is hit in raid will most likely die, so they made the talent useful. Death wish every 2 minutes, Recklessness every 3.5 and finally Berzerker rage every 40 seconds, nice !
  • Improved Slam (Tier 5) Moved to arms.
    • Logical move like I said.
  • Death Wish is (Tier 5) now flagged as an Enrage.
    • This change is done in order to balance them against rogues and other warriors since they have specific abilities that triggers against enraged targets
  • Enrage (Tier 4) now gives you 3/6/9/12/15% increased damage after being the victim of a critical strike. It now works on all attacks for 12 sec. (Previously 5/10/15/20/25% and lasted for 12 swings)
    • Nerfed, but hey it’s unliked from flurry ! At last ! Expect a good bunch of people to drop this talent. Although PvP warriors might keep it as you will still be critted in PvP.
  • New talent – Unending Fury (Tier 10) – Reduces the rage cost of your Cleave, Whirlwind and Bloodthirst abilities by 1 and gives your Enraged Assault ability a 6/12/18/24/30% chance to refresh the cooldown of Bloodthirst.
    • Fury counterpart of “Wreking crew” arms talent.


  • Stalwart Protector (Tier 8 ) has been removed.
    • I don’t recall what it used to do… guess it wasn’t that good after all
  • Shield Mastery (Tier 6) Changed to increase block value by 10/20/30%.
    • they changed something ?
  • Improved Sunder Armor (Tier 4) renamed to Puncture.
    • woot ability rename !
  • Improved Shield Block (Tier 3) Reduces the cooldown of Shield Block by 10/20 sec. (Previously 5/10 sec)
    • remember that SB  now has a 1 minute CD


All in all, Protection gets polished, we definitely see their intention of making tanking more fun and less stressful.

Fury gets raid utility which they somewhat lacked, PvP viability which they indeed lacked.

Arms gets screwed, we have no data yet but I expect arms warrior to be pushed out of raids at the expense of the dps monsters that fury will be.


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