Feedback: Warriors

This thread is dedicated to leaving feedback on Warriors in Midnight. Look in this thread and in the Midnight Alpha Development Notes for adjustments and bugfixes made throughout the testing period.

Please note that off-topic or inappropriate posts will be strictly removed.

Apex Talents

Many Apex Talents are available for playtesting and may be selected using specialization tree points in the final specialization tree node. The current User interface (UI) is temporary for playtesting purposes and will be replaced with a final UI later in development. As with any test cycle, we will be adding more Apex Talents to the test over time and not all will be available with the start of the alpha test.

To help us refine Apex Talents, please consider the following questions as you playtest:

  • How gameplay-impacting, exciting, and fantasy forward is your Apex Talent to you?
  • Are your Apex Talents and new Hero Talents meeting the approachability goals laid out in our Combat for Everyone in Midnight article?
  • Are there cases you would consider not selecting your Apex talent?
  • Does the Apex talent disproportionally favor a particular talent build or Hero Talent tree?

For feedback regarding the changes on making the combat system more approachable for players of all skill levels, leave your feedback in the Combat Approachability feedback thread.

Thank You

We greatly appreciate all your feedback and are very excited for you to test out all the changes in Midnight!

2 Likes

Class

Since Dragonflight, all three Warrior specs have been overloaded with cooldowns most of which come from the Class tree. The Warrior class tree is also focused far more on damage-dealing and survival than offering interesting choices and new utility Warriors can bring to groups. We’re taking a fresh look at the Warrior class tree in Midnight and looking to make the tree more interesting with more unique effects that Warriors can bring to content.


Arms

Much of Arms’ damage has from aligning damage increase and high damage cooldowns together, and the loss of damage from not doing this correctly every time can be very high. We’re keeping focus on Colossus Smash as Arms’ most important damage cooldown, and adding some new talents to customize it for different fights. We’ve also removed some of Arms’ modifiers to the next use of an ability, such as Martial Prowess, to make it less complex to determine the best rotational ability to use. Finally, we’re improving Sweeping Strikes to keep Arms’ solidly in place as a champion of two-target cleave damage.


Fury

In Midnight our goal is to refine Fury’s core builder/spender gameplay and resolve some pain points. We’ve added some powerful Execute talents to make conditions about when to use Sudden Death less complex for players who enjoy it. We’ve added some bonuses to make Critical Strike a more appealing stats for Fury Warriors and added some new AOE talent options. We’re also reinforcing Bloodthirst to make it a reliably satisfying button to press and create a rhythm to Fury’s rotation. Lastly, we’re simplifying some of the rotation conditions involving Enrage and major cooldowns like Bladestorm.


Protection

We’re pleased that the major spec work Protection received in Ghosts of K’aresh has been successful, so we’re comfortable letting things settle a bit more. Most of the changes Protection has received are due to several talents moving to the Warrior class tree work. In Midnight, we’re positioning Thunder Clap to be the primary AOE threat tool, and focusing Revenge towards dealing additional damage with your excess Rage. To that end, Revenge has been changed to allow the Warrior to choose which version best suits their needs and content, and to allow us to better tune it for different content types.

4 Likes

For anyone wondering about Single-Minded Fury (the ability to use 1-hand weapons) going away for Fury Warriors, please stay tuned for future updates!

We have plans in the works that didn’t make it in time for the initial Alpha test. We’ll provide more info with a forthcoming test build.

18 Likes

I know this is very early Alpha test so I’m going to leave more general vibes type comments until we see apex talents, debuff tracking fully implemented and the final column of Hero talents. I also have heard from Blizz dev interviews over the years you guys don’t like being given solutions but more pain points / things that are fun anyways.

  • Love the new run speed utility added to Piercing Howl!

  • Spear change seems like it has potential to help group mobs which is much appreciated, I think I noticed a change from earlier this week to today so well see where it ends up. It seems to just be a giant Ursols Vortex with no slow mechanic in the current iteration. This is somewhat concerning for PvP due to some other factors but I’ll get into that below

I am very worried about Arms being able to stay on a target in PvP in Midnight. With the changes to Anger Management removing any Bladestorm CD reduction (critical for removing slows / roots / avoiding cc), in combination with the removal of Avatar from only Arms spec (our other slow / root removal), as well as Battlefield Commander switching from a PvP talent to a PvE talent and in the process losing part of it’s modifier to Rallying Cry where it removed movement impairing effects; I’m worried Arms is going to spend the entire arena stuck in roots and slows. Especially Colossus Arms. With the current version of Bladestorm extending the duration of Colossus Smash on the target and having a lot of our damage tied to it as one of our now only 2 burst abilities, no warrior is going to want to press the ability as a root break. Gnome currently dominates the warrior PvP ladder on live retail servers due to the sheer amount of roots and oppressive slows in the game and I fear this will only worsen the faction balance or ruin the pvp experience for new non gnome warriors. Also spear changes don’t help. Maybe the other classes have had their mobility / slows / roots nerfed and this will be fine who knows. I know some knockbacks were removed.

  • I am not a fan of the Anger Management changes for the reasons above for Arms, and Prot seems strange to give Avatar CD reduction over Shield Wall CD reduction in a world where Unstoppable Force has been removed.

  • Losing Unstoppable Force feels terrible for Mountain Thane Prot Warrior in particular, but prot in general. I know my haste is very low on Alpha right now, but I frequently run into 4 second+ moments of GCD downtime if I’m not lucky with procs and using my rage to keep up mitigation.

  • I am unsure if this is intentional, but Prot Warrior Whirlwind is hitting for double the damage of a revenge press. Is this what I should be spending rage on when I’m trying to deal damage? With the changes to Deep Wounds revenge seems to only be there to proc other things.

  • I hate Last Stand being moved from a button press for Prot to a cheat death type proc for all warriors. Prot warrior already has a cheat death talent, and Second Wind exists for consistent damage for DPS warriors. Kinda ruined the Prot warrior Last Stand talents

  • Would love to see Rallying Cry get the 20% health increase treatment for M+ like it does for PvP in retail

  • I think cutting Skullsplitter, Thunderous Roar, and changing Spear to a mostly utility button is plenty. Arms can handle pressing Avatar imo, as Fury and even prot warrior have more burst CD buttons to press right now on Alpha but maybe it’s just me. I know suggestions aren’t usually the type of feedback developers enjoy. The overly complicated rotation for especially Slayer arms on retail comes from the combination of buffs / debuffs modifying execute mortal strike and overpower priority that varies with your talent loadout you have to actively track, not really pressing Avatar once every minute and a half.

  • Picking between our only major defensive CD and ignore pain on the talent tree is a wild choice. As a raid leader idk how I feel about the possibility one of my raiders might just not be specced into a defensive. As a PvPer I’m afraid I’m going to die to the first enemy CD pop if I dare pick Ignore Pain, and I do love Ignore Pain. Maybe that’s viewed as successful game design if the choice feels bad, but idk hah

  • Love the new Sweeping Strikes attack charges and talents, though I instinctively don’t like the added bit on Broad Strokes that maxs out the sweeping strikes count at 12. Might be fine idk

  • AoE untarget capped Rend is awesome! Would love it if it had a little more range though, I can’t hit all the 5 AoE training dummies unless im stacking exactly on top of the center Dummy

  • Dreadnought shooting a small line out from each target depending on the warriors positioning relative to the target is still toxic, but now more viably accessible again. I do not like dancing between a position where I can hit all mobs with cleave then to the side of the mobs to sweeping strikes a overpower to maximize my damage. It makes me frustrated when tanks don’t perfectly stack mobs in a singular mobs body which is a very high level tank skill that doesn’t even benefit every class / spec. Try experimenting with this on the AoE training dummies and try to hit all 5 mobs with Cleave and both sweeping strikes dreadnaughts from one position. I personally cannot and have to swing to the side of them for overpower, then back to the front for cleaves. If this is the best single target damage talent to take again, we will also be breaking CC right and left in PvP with the new AoE rend + Warbreaker only CS. Heck well break our own fears with the baseline Intimidating change.

  • Very happy about the removal of the 5 target cap on our fear! I like Intimidating Shout being a baseline fear and talenting into keeping mobs stationary. I understand why the pushback portion was removed, but it did help us not break our own fears immediately.

  • Berserker Roar is a dead honor talent on live right now, you give up too much for too little gain. I’m sure you guys are aware tho >.< I miss Skull Banner, it was the last thing left of the abilities we gained leveling in MoP and had a lot of different uses / skill expression.

Anyways, I’m excited to see where this new class tree and all our new utility takes us. Hope my post is helpful and doesn’t just sound like a wishlist or complaints lol, love most of the direction things are headed. Hard to fight the 1400+ days played warrior bias.

I’ll post some more later once we’re deeper into testing<3

9 Likes

Oh! With the scary addon changes, one thing that would be very cool is a way to see what spell was reflected and how much damage was dealt by a Spell Reflection. It’s one of the most popular warrior specific WAs.

And a swing timer bar? Swing timer still very relevant to Arms rage gen and esp Prot shield slam procs with Devastator still existing as talent.

5 Likes

PvP:

Consider making Slaughterhouse (PvP Talent) a flat 25% mortal wounds healing reduction. Rage is getting significantly nerfed in Midnight, and season to season Slaughterhouse has to keep getting rebalanced as its either way too strong or too weak.

Warrior, both Fury and Arms have lost a significant amount of root breaks / mobility in this current Alpha build in PvP.

  1. No avatar proc for Recklessness
  2. Avatar removed for Arms warrior.
  3. Rallying Cry no longer breaks roots (Battlefield Commander).
  4. Bladestorm is a much longer cooldown because it’s no longer tied to Anger Management.
  5. The change to Champion’s Spear only bringing enemies back once essentially makes it useless in PvP (less mobility).

Consider bringing back Bloodrage (PvP Talent) maybe on a longer cooldown or a passive PvP talent for Piercing Howl that makes it break roots on its 30 second cooldown. Gnome is extremely mandatory in PvP for warrior as the 1-minute root break is very powerful. This will help other races feel more viable as well. At the very least, adding the root break from Rally to Master and Commander (PvP Talent), which is already not played much could be helpful.

Interpose (new talent) only has a 3-yard range, it’s a very neat ability but in PvP with everyone kiting and chasing constantly this yard limitation almost makes it useless. Consider making Safeguard (PvP Talent) change its effect when spec’d into Interpose to increasing its range and maybe an additional benefit.

Enraged Regeneration:
One of the biggest pain points in PvP is having a defensive on such a long cooldown. Now you have to choose between Warpaint which is nerfed in PvP to 5% and Invigorating Fury. When talented into Honed Reflexes Enraged Regeneration is a 1:48 cooldown. You will most definitely choose Warpaint in PvP so you will be left with an 8 second, 30% damage reduction ability on such a long cooldown.

My solution:

  • Choice node between Invigorating Fury (longer Enraged Regen) and another talent that reduces its cooldown by 20-30 seconds.
  • Make Enrage baseline reduce damage by 5%.

Thank you!

15 Likes

Finally got my forum permissions sorted out so I can post here!

Having tested extensively over the last three weeks and brainstormed even more, I’ve already shared a lot of private feedback regarding the direction of Arms and Fury Warriors in Midnight. To keep this short though, I’d like to put down some thoughts regarding the newly revealed Arms and Fury Apex talents.

Master of Arms is Great

I like it. It procs regularly, feels fairly smooth, and even if you get downtime, there’s still a benefit when the buff expires. Heroic Strike is an obvious nostalgia play, but I can forgive it, because it really does appear to slap rather than tickle.

My main criticism is that Master of Warfare triggers from Overpower instead of Mortal Strike.

  • Aside from the fact that MS is the signature attack. It feels like its homogenizing Arms’ two heroes further by fully leaning Colossus into Overpower, as well as Slayer. Being on Mortal Strike would also make for a smoother rotation during the Execute phase.
  • If you have a complex rotation or talent tree that supports multiple different options, this homogeny is probably fine… but Arms (and Fury) have both been simplified to a pretty heavy degree. There’s very little customization left in the tree and just not much to think about in the rotation anymore beyond “push buttons as they light up,” so if the sole difference between Colossus and Slayer is “Bladestorm or Demolish”… then what is really the point of having two choices to begin with?
  • I’m not asking for a gigantic world of difference, but I firmly believe it would be in everyone’s interest if the heroes were just a little more diverse, giving them something a little more unique to think about, a slightly different order to push the same buttons, more opportunity for each to individually shine, and staving off inevitable complaints of boredom with the spec.

My good friend DanWar also points out that changing the 4p to apply cooldown reduction when Heroic Strike is used would result in much smoother gameplay.

  • From a usability standpoint, the cooldown reduction being applied when each stack fades makes it feel less impactful and encourages tracking each individual (hidden) stack duration, which is something the in-game UI can’t do.
  • As a result, players are going to end up in situations where they either don’t notice stacks fading, or see Colossus Smash with 2s of cooldown left when a stack fades, making it feel unrewarding in either case.
  • Triggering on use gives players a bit more agency in when they gain the benefit, which feels more immediately rewarding, rather than an afterthought.

There are also a few bugs at the moment - most notably, Fervor of Battle casts Heroic Strike, but does not consume it.

Breath of Recklessness is Troubling

I hate to say it, but I’m really not a fan of the “maintain buff as long as possible” motif. It sounds real good on paper, but the impracticalities of modern encounter design has a lot of potential to shoot itself in the foot.

  • The core issue is that instead of needing 12 seconds of uninterrupted damage time before using Recklessness, now I want 40-60+ seconds, which simply isn’t feasible on a lot of modern raid and Mythic+ encounters. Can you imagine how frustrating this would be on a fight like Sludgefist or watching it tick down during RP/between M+ pulls?
  • Fury has always been very sensitive to uptime, but also had the benefit of a relatively easy time “restarting” its rotation after being pulled away, while this feels like moving in the complete opposite direction.
  • Recklessness has also been frequently criticized as an impotent buff, more so after it’s recent (though not unjustified) nerfs. Making it longer doesn’t necessarily make it better, especially when it hinges on maintaining full uptime on target.
  • Reckless Abandon also appears to be getting devalued further, and I’m not sure how well the effect plays with Bladestorm’s reduced rage generation either. It’s fine during Recklessness, but using it during Rampaging Berserker feels like I’m losing more than I gain (another reason I believe Bladestorm should go back to 10 rage per strike).
  • Unbridled Ferocity also appears to trigger the Apex for the full 20 seconds, though occurring at the same time as regular Reck is very buggy at the moment.

After all of the long-running complaints over the previous versions of Breath of Sindragosa and Surrender to Madness, I’m a little alarmed that Fury looks like it might be repeating those same mistakes. For clarity, average Breath of Sindragosa duration is 20-30s, while initial testing puts Breath of Reck Rampaging Berserker closer to 40-60s.


Two off the cuff ideas that would help the Fury apex average performance:

  • Make it static rather than stacking. Trying to game uptime is already bad enough, and I feel like even more crit focus is starting to pull our stat focus in too many directions.
  • Buff Unbridled Ferocity’s proc rate, so that they restart the effect when it falls early. Assuming the expectation is that you should be able to extend to ~60s on a good day, and Reck’s CD should be ~60s with AM, this shouldn’t have much impact on high roll performance, but would massively help smooth out low rolls.

Other members of the community have also suggested ideas such as allowing crits outside of Reck to accumulate stacks which then turn into a Strength/Armor Pen buff once Recklessness is activated. I quite like this idea, though it would seem to go against the intent of keeping Fury’s damage profile so flat.

64 Likes

I’m really not a fan of being overly negative, especially this early in the feedback cycle, but just to press home two major reasons why I believe the new Fury Apex is problematic:

Only Fury has Room for Failure

  • Arms’ Master of Warfare is a rotational proc enabling a single button press that deals direct damage and leaves a lingering buff - no real maintenance required.
  • Retribution’s Light Within causes the main passive proc to empower various other rotational abilities - also completely rotational without any real maintenance.
  • Frost’s Chosen of Frostbrood is a direct buff to Frostwyrm’s Fury - one (now two) key presses every 90s.
  • Unholy’s Forbidden Knowledge is basically Reckless Abandon, causing the major cooldown to empower spenders - this does have some extension, but it’s also a static buff and the duration is closer to 20s every 90s.

None of these have major failure states, while Fury has two.

Fury’s Rampaging Berserker expects players to spend 12 seconds stacking a buff, and then maintain it for another 30-50s every 60s.

  • Don’t get a good Recklessness? You’re gonna have a weak buff until Recklessness comes back off cooldown.
  • Can’t maintain the buff? Lose all your stack value until Recklessness comes back off cooldown.

I have previously brought up that Fury gameplay in Midnight feels overly simplified and could use something more to think about, but “press Rampage as much as possible” doesn’t make it more intellectually engaging, because the rotation already asks you to do that anyway: it just introduces a punishment for failing to do so.

I also have nothing against the idea of focusing Fury as a sustained damage dealer either, but after 20 years of this, we know how players think - they’re going to focus on the failure state, rather than the “reward” of tunneling without being targeted by anything, and going to become frustrated any time a mechanic interrupts them… which in modern dungeon & encounter design is practically all of them.

  • There are degrees to this sort of thing. Swapping targets or being forced off target may drop Frenzy, which can be mildly annoying, but is also very easy to recover from… while this new Apex is not.

Rampaging Berserker is repeating the same problems that Legion Juggernaut and v1 Breath of Sindragosa already dealt with.

Homogenizing Frost and Fury

This is more of a personal complaint, but I don’t really understand why Fury is inheriting the most divisive mechanic modern Frost DK has ever had, when the two specializations are already so similar.

Do the only two dual-wield plate DPS specs who are both focused on sustained attacking, constant uptime, and big burst AoE also need to share the same core gameplay mechanic? The sheer number of players who commonly say “I like Frost DK, but I hate dealing with Breath…” would suggest probably not.

77 Likes

Today’s update introduces a lot of changes, but while the upper portion of the Warrior Class tree is pretty good, the bottom section feels like its regressing from the improvements made in TWW, and flies in the face of earlier development notes by adding even more highly-coveted damage increases in the most points-restricted part of the talent tree.

For those who aren’t familiar, out of the 11 point to spend at the bottom of the talent tree:

  • there are now five two-point talent nodes all dedicated to damage, on top of Anger Management, Battlefield Commander, and Champion’s Spear.
  • Shockwave is still just about required in order to reach Weapon Specialization, whether you want it or not (technically Retaliation could swap, but you’re more likely to drop Barbaric than Crushing Force).
  • I don’t know how to feel about the new Spear yet. It reads like more of a PvP tool at the moment, but really depends on how its damage is tuned. You’re never going to use it for “engagement/gap closing” in PvE while important buffs like Enrage and Colossus Smash require you to already be in melee anyway, so I’d personally rather it exist as a low-damage utility/mobility tool and we stick with to BS/OF/CS/Demolish as the primary offensive cooldowns instead.

Arms doesn’t have any chance of taking everything, which just results in a Sim-centric “pick the highest damage bonus” that leaves player with zero room for actual choice or customization. Do you want +10% Slam/Heroic Strike damage or +3% Attack Power?

Fury Slayer is a little better off, though Thane still wants Barbaric Training to boost Thunder Clap. If Barbaric also ends up affecting Rampage (which it should, since Slam replaces Rampage) then Slayer is in the same awkward position.

I’m no Protection main, but even I can tell that they won’t like it either, especially since Rumbling Earth and Last Stand are much more expected to be taken by tanks, thereby increasing their talent point tax even further. As we learned in Dragonflight, players really don’t like giving up damage for expected utility.

Short of another rearrangement, I would recommend at least reverting several of the two-point nodes back to one-point each, in order to give players more opportunity to take supplementary talents like Rumbling Earth, Retaliation, or Last Stand. Could even balance this out by adding another minor option below Retaliation to mirror Earth.

  • Despite this, the top and middle sections of the tree are pretty good. There is some awkward gating of Armored to the Teeth and Wrecking Throw, but it’s fairly minor in the grand scheme.

  • It may be time to decouple auto-attack speed from Wild Strikes, since that makes it a disproportionately powerful talent for Arms especially.

  • I still don’t like Rend in the class tree, since Fury really doesn’t need a fifth bleed. It’s not even about the amount of buttons, or maintaining a debuff that has zero interactions outside of raw damage; even if only Thane uses it passively through Thunder Clap, it still dilutes their damage while adding yet another debuff to the debuff bar. If it really needs to be there, I feel like it could just be combined with Cold Steel, but the best case right now is that Thane uses it passively and Slayer ignores it.

33 Likes

I don’t feel like “interesting” is right word. As I see it now. I’m just forced between two cookie cutter specs. The one that does most damage and the one I need for pushing M+ or raid prog.

Also feedback on last stand. I don’t like it being a passive I cannot control, especially since it basically just overlaps with Veteran from prot tree. You basically proc both at same time and waste one of them. you can’t really control it enough to ensure only one goes off and not wasting other. So with this redundancy in mind you basically just never take one or the other.

5 Likes

Continuing with the new Hero talents; they’re pretty good across the board, though there are a few standouts that I believe could be adjusted to improve the rotational flow and individual distinction of each hero.

Slayer

Changing the Marked for Execution debuff into a Juggernaut-like buff is good from a usability standpoint and much easier tracked by the Cooldown Manager, so this is a great change. For those who aren’t aware, each stack of this new buff has its own duration (like Ironfur), so the previous issue of trying to stack and maintain it 100% of the time is no longer a concern. Because of this, Deadly Focus is also a good bonus that doesn’t exacerbate the problem. A+

Unhinged is a welcome addition to keep up the value of Bladestorm. Kind of wish it had just replaced Culling Cyclone though, since they largely do the same thing.

Violent Euphoria is the main point of criticism - adding no real rotational value or gameplay impact. It’s not a terrible bonus, it just doesn’t do anything particularly exciting or useful for the rotation.

  • Putting a version of the Season 3 2p bonus here feels like an easy win - adding more procs to mix up the rotation and giving Sudden Death more value during the actual Execute phase. Deadly Focus duration could then be adjusted to compensate for the extra Executioner stacks as needed.

Colossus

Great all around. Season 3 tier was very well received, and it goes well with the new Deep Wounds mechanics. The bonus haste from Celeritous Conclusion is a little too conceptually similar to Violent Euphoria, but I’d rather change Slayer’s, since it needs more help.

  • I still have some reservations regarding the likelihood of Colossus leaning just as much into Execute and taking all the same talents as Slayer, but that’s more of a spec tree issue. Colossus and Slayer are entirely homogenized right now, with no real talent or rotation difference between them other than periodically pressing Demolish or Bladestorm.


  • I also still believe that Dominance of the Colossus would be much smoother applying Colossus Smash (Demoralizing Shout for Protection) for up to 5-seconds based on the number of Colossal Might stacks, rather than its own unique debuff.

    • This would significantly streamline cooldown alignment issues that have traditionally plagued Demolish, which seems in keeping with the expressed design philosophy in Midnight, and smooth out the average performance of Demolish.
    • Of course, this effect shouldn’t trigger ancillary bonuses like Broad Strokes, but could roll into the duration of natural Colossus Smash casts, much like Bladestorm does for Slayer. I’d imagine it should trigger the damage increase of Booming Voice for Protection though, to ensure both offensive and defensive value congruent with the current effect.
    • If this results in too much CS uptime, I don’t think may players would mind changing the final Apex to something other than CDR, since we’re already getting that from Anger Management anyway.

Mountain Thane

I like that the talents are putting more power into Avatar, though it feels out of place in the Fury tree. Just as I said all the way back in early TWW Alpha that either Ravager or Bladestorm would be removed by the time we got to Midnight, I can see Avatar of the Storm streamlined to “Casting Recklessness turns you into an (activates) Avatar” in The Last Titan.

  • In the meantime, maybe Avatar swaps positions with Odyn’s Fury? Both of the choice nodes are exclusive anyway, and it would placate the Slayer Odyn’s Fury enjoyers. Feels like it would make for a better choice against Reckless Abandon too with one being more single target and the other more AoE.

Conductivity is just tuning with a talent point tax, which is not at all exciting. I would much rather see something like

  • Bloodthirst triggers Lightning Strikes, to help trigger Burst of Power and Thunder Blast a little more often.
  • Bloodthirst has a 2x (or +X%) chance to critically strike, to help with that crit focus.
  • Thunder Blast procs reset the cooldown of Thunder Clap, though I really think this should be baseline for better rotational reactivity like almost every other proc in the game.
  • Or give it a Lightning Rod-like synergy with Ground Current, kind of a soft-funnel granting more priority damage for each target hit.

Thorim’s Might is also ripe for change. Aside from being significantly better than Gathering Clouds, it does the exact same thing as Slayer’s Malice… and more! I like the rage generation, but it doesn’t need to double up on Slayer’s shtick.

18 Likes

Fury PvP Perspective

Warrior Class Tree

  • The change to Champion’s Spear is an awesome change for PvP utility and a significant upgrade to its previous iteration.
  • A passive way to apply Hamstring is something that warriors in PvP have wanted for a long time and Javelineer is a nice addition, although it only being applied to long cooldown abilities instead of rotational abilities is a downside I’m very happy about this talent from a PvP perspective.
  • If Barbaric Training affects Slam, and Rampage now replaces Slam, shouldn’t this increase the damage of Rampage? Just a thought.
  • Needing to spend 4 talent points on Crushing Force and Wild Strikes to get Battlefield Commander makes it impossible to get in PvP without giving up a lot of other important talents, wish the 3rd to last row talents were all 1-point again. (Barbaric Training, Crushing Force).
  • I do not like Rend on Fury, having to press it on Fury feels terrible and it currently doesn’t do much damage at all to justify the solo ability press and doesn’t do anything rage generation wise, also Thunder Clap costs Rage so it seems like that’s only useful for Mountain Thane. Spending all your Rage on Rampage is extremely important in PvP to keep your healing reduction effect up (Slaughterhouse)

Slayer

  • I like the change to make execute being tied to Slayer’s Malice for a flat increase but Slayer’s Dominance and Show No Mercy are still nerfed by 66% in PvP Combat which makes it only a 1% increase to execute after the stacking buff nerf, I think this PvP modifier should be removed now.
  • Love all the new Apex Talents

Fury Tree

  • Only complaint here is Ragedrinker being so far down makes it feel impossible to get. Would like to see this moved to where Unslaked Thirst is imo.

Apex Talents

  • I really don’t feel like this design is healthy for the game, in PvP warrior uptime is very important and only giving you a small window during Recklessness to get Rampaging Berserker and then if you get CC’ed during it you will just do no damage until your next Recklessness.
4 Likes

Unorganized collection of thoughts as a PvE Protection Warrior

I am also not thrilled by the new spec tree. what is the point of giving 3 new spec tree points if it comes with converting a bunch of nodes to 2 point nodes? Shockwave was moved away from the capstones for good reasons in Dragonflight, and it feels bad to see the majority if not totality of all points past the final gate taken up by getting either 2 point nodes, or Shockwave and Anger Management that used to be much more accessible.

The changes to Anger Management also feels not great personally. this one talent feels very core to the experience of both Prot warrior and Fury warrior over the years, and was keenly felt when it was not taken in a patch.

The apex talents feel a bit unexciting, especially as a rehash of a prior tier set, though that seems to be consistent between all the tanks. It adds additional damage emphasis on Shield Slamming as much as possible, while that was already the plan. I have not done the math but it seems like the kind of talent you forget about if you have it or not, and pick them because a sim says it does the most damage, rather than it enabling interesting or engaging gameplay, or allowing you to massage your build to deal with a particularly difficult boss. Additionally, only the first point has any defensive value, and takes the form of a flat damage reduction that procs as part of your regular rotation.

Regarding the new hero talents, for Mountain Thane, Capacitance does create the opportunity for interesting gameplay, though I’m sure you can reference the feedback on Frost Death Knight’s Breath for all the pros and cons of this approach. paired with Anger Management it creates a neat loop of extending Avatar while generating rage that shortens the cooldown of avatar. I only wish it still also shortened Shield Wall so there is less disconnect between the damage focused spenders of Revenge and Execute from your defensiveness. There is already competing priorities to spend rage on survival or on damage, which feels clunky or like a “noob-trap” compared to specs like prot paladin or Blood DK, were their spenders do both. As for the other two talent nodes, conductivity is a bit forgettable as simply more damage to the automatic effect, and Storm Surge is just Unstoppable Force renamed with the damage to Shockwave removed, which smarts a bit. It makes some sense given the focus of Mountain Thane for all the talents affecting Thunder Clap or Avatar to be centralized there, but unfortunately this does make the button VERY boring for Colossus, since the 20% damage is still quite attractive, but the only button that modifies it in either the spec or class tree is Anger Management, that now modifies only it, and avatar now changes no part of gameplay other than you press it and your regular gameplay does more damage.

On the Colossus side, Decimator puts interesting incentives on going for an cleave execute heavy, bleed build, but the new placement of Fueled by Violence in the spec tree is essentially mandatory so you are likely already doing that, which is further emphasized by the healing-by-proxy increase of Cut to the Bone, and the final node Celeritous Conclusion feels like a great way to tie it together, guaranteeing the Deep wounds put out get the damage increase, as well as giving you a head start on Colossal Might stacks, though this does make the Arterial Bleed/One Against Many choice node feel like a foregone conclusion, since only one interacts with these new hero talents and by extension gives healing. The other two choice nodes however are a bit weird, one set only deals with Shockwave which, given its return to being capstone adjacent and surrounded by 2 point nodes, may not be taken (hard to overstate how bad this feels to write), while the other choice node is a choice between rage efficiency with No Stranger to Pain, and Veteran Vitality which overlaps with the new Last Stand, even if Last stand is likely to be never taken given its placement in the tree.

Speaking of, it feels weird to have four different points spent across all three trees that trigger at different health percentages all related to a soft cheat-death. its easy to imagine getting hit below 20% where battle-scarred veteran provides 80% damage reduction and doubles the healing from the other 2 up to 60% immediate heal from Last Stand and 24% over 2s from Veteran Vitality, but beyond the point investment in getting them, as well as Bolster to align their cooldowns, their trigger conditions create a danger zone of being hit to between 20-30% where some of the effects are triggered but not all misaligning them and making the two healing focused ones insufficient without the doubling effect from Battle-Scarred Veteran. As mentioned above, Last Stand in it’s current placement is unlikely to be taken given it’s competition past the final gate, as well as its weakness as if you are hit that low without Battle-Scarred Veteran you will likely die immediately after anyway, but if you have Battle-Scarred veteran, the 80% damage reduction means you are already quite safe to be topped up by the healers and it isn’t worth taking as an automatic self-targeted ersatz Lay On Hands. Given that Battle-Scarred Veteran isn’t available outside of protection, I am struggling to see a situation where it is a valuable pick, especially as a capstone. Outside of whether they are taken or not, aligning their trigger health%, and making Last Stand natively a 3min CD (or as part of Battle-Scarred Veteran) might make them a bit more clear as a cohesive “oops” protection system to let you pop back to full health when something goes wrong in a pull or you drop coverage on accident.

The new talent Javelineer is on it’s own an interesting idea, even if it is somewhat overkill to slow enemies already chained down with spear or stunned, and the new class tree feels extremely constrained with no extra points to spend around given the state of the capstone area.

Retaliation is available to all specs not just prot, but for prot feels somewhat redundant with Tough as Nails since they functionally do basically the exact same thing.

Edit: Grammar

7 Likes

In my infinite hubris I decided to riff on the Protection Warrior apex talents to try to find something that feels more “apex”, or interesting to talent into:

  1. Shield Slam critical strikes unleash a wave of force dealing X Physical damage to all enemies in front of you, and applying Concussion reducing the damage they deal to you by 3% for 5 sec.

  2. Damage dealt by Thunderclap and Phalanx’ wave of force is increased by 10% and damage reduction from Concussion increased by 1% (2 point node)

  3. Enemies struck by Shockwave, Storm Bolt, or Champion’s Spear are knocked off balance for 6 sec, the next Shield Slam against a target off balance is always a critical hit, Phalanx triggered by this affect consumes it and applies Traumatic Concussion, reducing damage they deal to you by 10% for 5 seconds.

This spreads the defensive value across all 4 points, and adds value to the CC toolkit when fighting stun immune enemies like bosses. The stuns are already defensives by proxy (enemies aren’t hitting you while stunned) but this adds to the gameplay of stormbolting the guy who really hurts in a pack, or using shockwave to hit them all. Champion’s Spear is added since it is a substantial investment to get both it and shockwave in the current tree over other passive effects, and this enables taking one over the other if you wish rather than requiring a specific one. It still has the same synergy with Colossus as the increased number of crits grant more stacks of Colossal Might through Precise Might replicating the effect of Celeritous Conclusion (this is a very big word for warriors) and the effect of Dominance of the Colossus at the capstone is basically already this effect but longer and triggering off of Demolish, rather than the subsequent guaranteed Shield Slam crit. It also better interacts with Mountain Thane since the cleaving effect of Storm Bolts means you can get the double value concussion on three enemies, rather than just one. Other thoughts were Traumatic Concussion extending stuns (mainly theme on repeatedly bashing someone with a heavy shield, but it loses value when bosses are usually CC immune), or extending the damage reduction of concussion to affect everyone, making it a 5% groupwide defensive (felt this constrained usage to being only on big AoEs, and also has the usual issues with whether the AoE comes from the boss or is just part of the arena).

This might make the gameplay of a Colossus Warrior talenting into them a bit samey as now they have potentially four different abilities (Demolish, Storm Bolt, Shockwave, Shield Slam) that reward a guaranteed critical hit Shield Slam, do AoE, and reduce the damage you take by 10%, but Windwalker Monks seem pretty happy weaving Tiger Palm in between everything for their mastery, and numbers/triggers can be adjusted to match the intent of the 4th point allowing a low-medium uptime defensive benefit to what might otherwise be a dead ability on a CC-immune boss (Piercing Howl or Intimidating Shout make them flinch for 6 seconds, for example)

The 4th node has slightly wonky wording because the possible bad gameplay of trying to hit a pack with shockwave and then miss them with phalanx in order to chain guaranteed crits against multiple off-balance enemies without consuming the effect.

Also as an aside, Phalanx is a very cool word but doesn’t feel very thematic to projecting waves of force. No idea what would fit better though.

Some very interesting changes this week, and I’d say things are looking up overall. I like what Arms is turning into, though there are still a few points of consternation.

The Class Tree is almost fixed

You can now take all of the main damage nodes, but still won’t have any points left over for anything else, and players never ever enjoy dropping performance for defense or utility.

  • Reducing Champion’s Spear damage so that it’s primarily a utility/mobility effect would help immensely. Between Odyn’s Fury, Colossus Smash, Bladestorm, Demolish, and now Ravager, we already have more offensive cooldowns than we need.
  • This still leaves us in the position of dropping offensive value for Rumbling Earth, Last Stand, or Spear, so I’d recommend freeing up just one more point somewhere to give us the barest amount of customization. We don’t need every talent on the tree, but being able to choose just one non-offensive option would be nice.


Arms has a lot of Cooldowns Again?

I thought PvP players would welcome the re-addition of Avatar, but it seems to have lost its root break, so I’m not sure what the main draw is other than Colossus pathing.

In any event, restoring Avatar and Ravager completely reverses the previously stated intent to reduce cooldown stacking and alignment. We really just traded Roar for Spear.

  • Considering players are practically always going to want to use them together anyway, retuning Ravager to passively activate whenever Colossus Smash is used would help address that cooldown-sequencing issue and consolidate keybinds, since Colossus already has an extra button in Demolish anyway.
  • Without the extra talent point of opportunity cost, the baked in Merciless Bonegrinder damage bonus can temporarily make Cleave a better single target ability than Slam, which is just plain awkward.
  • Ravager not being affected by Anger Management means its never going to line up particularly well with anything either.

Alternatively, just scrap Ravager

The more I think about it, giving Arms and Fury both a Bladestorm vs Avatar talent choice node makes a lot of sense.

  • It reduces the amount of cooldown-sequencing.
  • Gives Colossus a simple and universal talent to path through instead of Bladestorm.
  • Bladestorm and Demolish already compete very well against each other, and Avatar seems more thematic to Colossus anyway.
  • Colossus would still have one additional button, but an off-GCD cooldown is a lot easier to juggle than an on-GCD cooldown that doesn’t line up with anything. I imagine many players will just macro it to Colossus Smash anyway.
  • It can even get the root break back, that way both Slayer and Colossus can have one without doubling up - Bladestorm reduced by Execute and Avatar reduced by Anger Management.

Still Some Problematic Talents

Broad Strokes now gives full sweep charges, which is a big buff for the talent, but continues to unintuitively push players to desync Colossus Smash and Sweeping Strikes.

  • It’s pretty hard to spend 24-36 charges in 20-30 seconds anyway, so it kind of seems like Broad should replace Sweeping Strikes, though spending a talent point to save half a GCD isn’t particularly useful.
  • Side note: why in the world is Sweeping Strikes still on the GCD, five years after every other non-damage dealing cooldown was taken back off the GCD at the end of Battle for Azeroth?

Crushing Combo still causes tracking/alignment issues.

  • Its unique duration requires holding Bladestorm until the last few seconds of Colossus Smash, and Cleave is already used every 3rd GCD anyway, while increasing it to every other GCD limits the ability to fit Overpower, Mortal Strike, Sudden Death, and Demolish into the Colossus Smash cooldown window.
  • Replacing the temporary CDR with a chance reset Cleave’s cooldown (ala Exhilarating Blows) would be less invasive, though I’d still think Arms has an abundance of multitarget talents.

Collateral Damage and Improved Sweep/Powerful Momentum should trade places.

  • Otherwise, gating the Sweeping Strikes enhancements forces Whirlwind/Cleave into the two-target rotation, which is awkward with Fervor of Battle being limited to three.
  • Based on current numbers vs two targets, Cleave beats Slam even with Powerful Momentum, while Whirlwind is only stronger than a regularly swept Slam as Slayer but not Colossus.
  • I don’t think weaving in Whirlwind/Cleave like this is necessarily bad gameplay to opt into, I just don’t think it should be required in order to reach those Sweep enhancements. Swapping the positions just gives players more options.


The Apex / Heroic Strike triggering from Overpower continues to make a complete mess out of the Execute phase. Slayer is unlikely to stack Opportunist and Colossus has a much harder time keeping Mortal Strike on cooldown for Colossal Might while using Overpower on cooldown to fish for procs.

  • Mortal Strike still seems like the better choice: it’s already the highest priority for Colossus, and even Slayer uses it practically on cooldown thanks to Executioner’s Precision.
  • Because Opportunist now stacks twice, Slayer should also have more freedom to use Mortal Strike regularly in multitarget, similar to Colossus.
  • Overpower should still have plenty of value since its a free filler… not to mention triggering Battlelord, dealing AoE damage, and has eight other talent points feeding into it across the tree.

T3 updates are pretty good though. It needed some gates, and it makes sense for Colossus to lean into Battlelord, though I’m not sure Fatality makes as much sense for Slayer, considering it no longer resets Mortal Strike to stack the effect.

  • Consider swapping it with Executioner’s Precision, since Executing so frequently demands Critical Thinking anyway, but Colossus might still want Fatality.


Pretty Rage Starved

Lowering the cost of Heroic Strike helped, but with the reduced Tactician proc rate, loss of rage generation from Battlelord, and reduced rage from auto-attacks, Arms getting pretty rage starved and dependent on constant cycle-charging with Initiative to maintain a rotation.

Assuming the intent is not to encourage constant cycle-charging (since the last time that happened, it got nerfed so hard we weren’t allowed to charge in combat anymore), swapping Initiative with Just Warming Up would smooth out both effects.

  • Make Just Warming Up increase the rage generation of Charge by 10-15 rage, instead of Colossus Smash.
  • Change Initiative to multiply rage generation after using Colossus Smash, instead of Charge. Can even increase the duration to 8 or the full 10s to compensate for the longer cooldown.

Then add a moderate rage generation increase to auto-attacks or elsewhere, to smooth everything out and not depend so much on simply having both talents at all times.

  • I’m fond allowing Finishing Blows to always generate rage, instead of Improved Overpower - Overpower has six direct damage increasing talent points across the spec tree, surely it can spare one to help keep up the rotation. This would also ensure Overpower remains important even if it no longer triggers Warfare.
  • Frothing Berserker could also afford a buff, since it’s pretty cosmetic to both Arms and Fury.

This is a reasonably geared character cycle-charging on cooldown to maintain rage. It’s fairly comfortable, though there are occasional gaps due to unlucky streaks.

Trying to maintain a regular rotation without cycle charging introduces a lot of dead globals, reducing APM by ~15-20%.

The actual Execute phase is very helter skelter, even with Initiative and Critical Thinking. Don’t even think about it without both of them though!



Mountain Thane Math

Storm Surge / Unstoppable Force was apparently changed from +50% damage and -50% cooldown to +/- 20% instead, however the cooldown is still reduced by 50% in-game.

I’m hoping this is just a tooltip error, since -20% would give Thunder Clap a 4.8s cooldown, which is indivisible by the GCD. This would make the reduced cooldown effectively worthless, since that’s still a full 4-GCD cooldown.

  • If 50% is too strong, then I’d suggest 25% for a 4.5s / 3-GCD cooldown instead.


Fury TBD

Given that the newly revealed tier bonus affects Odyn’s Fury, it feels pretty likely that more changes are coming in a future build, so I won’t take up any more space talking about Fury right now.

34 Likes

Some more good changes this week! Some more work still to be done, but overall things are heading in a pretty good direction.

More Class Utility is Very Welcome

Improving Rallying Cry in small group content has been on the Warrior wishlist for quite some time, and the return of Gag Order is also a really nice bonus in a lot of content.

  • The third tier complaints from last week still stand - we really need just one more point freed up from damage to allow speccing into Rumbling Earth, Last Stand, or Champion’s Spear. It’s not a lot of choice, but it’s enough to allow players to tailor their build to the situation.


Fury is Getting Gooder but Not Yet Great

The third tier is much better now, but some of the tree pathing is odd and a few talents are still disadvantaged. I’m also a little concerned that the removal of Unbridled Ferocity and other dynamic gameplay elements is making Fury a little too straightforward, but we’ll see how it turns out.

  • You can now skip Improved Bloodthirst by talenting from Fresh Meat through Vicious Contempt, but it just trades one Bloodthirst damage increase for another, so I have a hard time envisioning any build wanting to take that path.
    — Swapping Vicious Contempt and Unslaked Thirst would make more sense for a Slayer build that still uses Bloodthirst for Enrage, rather than its direct damage.

  • Ragedrinker remains practically useless. It doesn’t change how we use Bloodthirst whatsoever, Enrage is already being extended by Deft Experience, even if you do crit the extra enrage uptime gets overwritten by fresh applications from Rampage, and it otherwise lacks any performative value.
    — This could be a nice place for a talent that rewards players for proccing Enrage specifically from Bloodthirst, building better synergy with (the also otherwise ignored) Fresh Meat.
    — Or maybe change it to “Blooddrinker” and add some on bleed tick-crit interaction to better support the half dozen bleeds Fury now has.
    — Deathlord on Discord suggested an Oathblood-like mechanic (perhaps based on crit?), which I think could fit Bloodthirst-focused Thane and multitarget Slayer builds wonderfully.
  • Improved Execute shouldn’t be a talent, since the ability is wholly unusable without it. This could be a good spot for a Bloodsurge-like mechanic to help Rend fit into the rotation better (though I’d prefer to to make it static with an ICD to prevent multitarget procs, since Fury doesn’t need to scale rage in multitarget).
  • Rampaging Ruin is a huge trap. Even if its damage is tuned, the fact that it overwrites Rampage’s normal damage is going to trick a lot of players into thinking its a direct upgrade, when it actually ends up reducing their single and low-target count damage. At the very least, changing the tooltip to Rampage deals 50% less damage, but... would fix the UX problem.
  • I believe Surge of Power would be better suited further up in the tree, to encourage Thane using Raging Blow as a buff rather than for direct damage. It would probably fit well in the place of Bloodcraze or Wrath & Fury, with something more RB damage/crit focused in its place under Critical Thinking.
  • I’d like to make a note for PvP friends that that Avatar could afford to have its root break back, since it is now on a dedicated Thane/Slayer switch with Bladestorm. The movement speed is a novelty, but I’m sure they’d prefer the break more, and it still occasionally comes in handy in PvE as well (Tindral, Ansurek).
  • Thorim’s Might probably shouldn’t do the same thing as Slayer’s Malice. I think switching this up a bit will help Thane focus on Bloodthirst and Deep Wounds damage while Slayer focuses on Raging Blow and Execute damage, even if both heroes are still using each of those spells regularly.
  • Not sure if Odyn’s Fury is strictly meant to be used in single target, but it, Executioner’s Wrath, and Bloodborne could probably all swap places.


Since it looks like Rend is here to stay, it really should have some Fury-specific rage generation to allow it to contribute to the rotation. Even a neutral GCD is very hard to fit in at the moment, and it should really do something more than just raw damage.

  • Some kind of rage over time would probably be best, thereby ensuring that the DoT is worth maintaining, rather than skipping it for another Raging Blow or prioritizing early refreshes over single-target Whirlwind. Again, I think this could probably be accomplished by some version of Bloodsurge replacing Improved Execute.
  • I’m still not crazy about the fact that Fury could have up to five bleed debuff indicators at one time though, which is more than Arms and Protection combined.

The Apex is still incredibly prone to failure in a way that no other specialization has to deal with, which is simply too high a risk for a four talent point investment.



Leapfrogging Arms

The increased Rage generation is very welcome, and I’ll do some testing over the weekend to see how it feels. I imagine there will be more changes coming in a future build though, so I’m not going to spend too much time talking about it here just yet.

  • Removing Colossus Smash extension from Bladestorm seems fine, though it does exacerbate that Crushing Combo timing issue. You end up with a ~3 second window to use Bladestorm at the end of Colossus Smash, which means its probably going to fall out of the debuff, though I see this as more of a problem with Combo than Bladestorm.

I am a little apprehensive of the tier set extending Colossus Smash alongside two sources of cooldown reduction, mostly in AoE where Cleave can be used much more frequently than Mortal Strike, but I’ll evaluate that once we actually get a chance to test it during the Beta.

18 Likes

PvP Specific Issues and Requests:

Warrior

  1. Gnome Apocalypse | Every single root break ability besides Bladestorm and the hero talent Relentless Pursuit (Slayer) which is nerfed significantly in PvP has been removed. This is a huge problem as Gnome is by FAR the best race for warriors in PvP. I can guarantee you most warriors do not want to play gnome, yet it makes up 95% of the warrior ladder simply because of its incredible competitive advantage. This problem is only going to get worse after the removal of the root breaks from Avatar, Recklessness (avatar proc), and Rallying Cry (Battlefield Commander). I don’t ever see top PvErs play gnome which is why this issue has lasted forever and would like some sort of change to remedy this.

  2. Javelineer | Really love this addition to the game for warriors in PvP. The silence from Heroic Throw is non-players-only which makes sense, but I would like if Heroic Throw applied Hamstring on players-only in replacement of the silence.

Fury

  1. Rend | There is still no reason to play this as it doesn’t give you any rage benefit, buff, or even do good damage.
  2. Slaughterhouse | Balancing this season to season based on how much rage gen fury is allowed to have in a given season makes it consistently get nerfed, buffed, nerfed, buffed. Would like if it was just a flat Mortal Wounds effect, or a 20% Healing Reduction and goes to 35% when an enemy is in execute range.
  3. Frenzy | I like that it’s an overall buff now that doesn’t require you to just hit one target, but I wish it was slightly better or lasted a little longer.
  4. Apex Talents | Both PvE and PvP warriors seem to agree that these Apex talents for Fury which require sigificant uptime in a small period to keep a large buff for an even longer period is a problem, it also is frankly just, boring. I would like if they were rotational and more interactive like Heroic Strike / Stormstream Totem, etc. Maybe turning Raging Blow into Onslaught or something I’m not sure.
  5. Thorims Might & Slayers Malice| These seem to be almost the same talent, feel like they should both be different.
  6. Surge of Adrenaline | Definitely feel like this could be moved somewhere else maybe under Focus in Chaos or where Wrath and Fury is currently
  7. Ragedrinker | I would personally make this a choice node with Fresh Meat or combine it with Deft Experience. Deft / Ragedrinker are super lackluster compared to Frenzy / Critical Thinking.

Arms

  • Personally, no complaints on Arms Warrior specific talents, they feel good and I like the 4-set change.
6 Likes