Future of Warrior(PvP): Reasonable mobility changes

I wanted to make this thread because I wanted to know what other’s think about the state of warrior mobility in PvP, both Arms and Fury(even some non-warr input…I guess). I’ll make other threads on defensives, utility, etc. in the future. I know there’s already the Ptr changes thread, and that’s good to post there, but I wanted to make this separate as it’s a little more detailed. I started playing in Vanilla as a child and played until end of WoD. Recently came back in dragonflight and feel a bit dismayed by warrior mobility. I thought it would have progressed in the 8 years I was gone, but it seems stagnate and underwhelming for the current state of PvP.

What would be some reasonable changes in your view that improve the warrior experience in WoW retail without making people’s heads explode? I want to see what’s realistic and what’s biased or “too much” where it would inevitably have warrior nerfed if these changes went through.

Go through a general assessment for mobility.

Here’s mine:

A. Mobility: Overall warrior mobility isn’t terrible in the current formulation of the game, but I don’t believe its fully scaled or adapted to the current incarnation of the game. It feels kind of lacking and mediocre. It’s really one of the only “pure” meelee classes in the game where you have to be right on top of the opponent to do damage. A class like paladin literally has like 2 meelee abilities at this point, the rest are ranged. Warrior had similar mobility 10 years ago in MoP and even than it was still difficult to beat a mage…now mage has even more of a kit(2 frost nova charges, ranged root, knockback blastwave, reduced CD blink, reverse blink, alter time resets the cooldown on blink, etc.).

  1. Fury - Lost bladestorm in DF. Pretty huge for closing the gap and
    avoiding CC so you can stay on target. Fury is the berserker spec, it’s mobility should be a bit better in my view as it’s a lunatic that just keeps running forward.

1 - Bloodrage: Improve bloodrage. It’s a pretty cool ability. Remove it as a pvp talent and make it part of the regular talent tree or even make it a default ability of the spec. It gives you 40 rage over 4 seconds right now in addition to the snare/root remover; For those 4 seconds add a speed boost, maybe 60-70%. So pretty similar to monks Tiger Lust, but you lose health because you’re a methhead Fury and not a graceful monk. I think it fits in with the lore of the class. A lunatic beserker that will hurt himself to get out of a snare or trap(5% hp loss) and run towards the enemy. Add a cool animation for it too(warrior lacks cool animations). Some blood drunk nutjob ripping his foot out of a trap spraying blood everywhere as he furiously scrambles to the target. Fury gets kinda gipped with pvp talents. You generally take battle trance, as it’s
pretty huge for survivability, and bloodrage is also commonly taken. You also have to take a slot for a mortal strike(slaughterhouse).

2 - Surging Beserker: Give Rampage a 10yd range. Similar to how monks have the Skyreach/Skytouch talent that makes Palm strike have a 10 yd range. This would be less than that as rampage can’t be used as frequently as Palm strike OR give Rampage a speed boost. Like "using rampage grants the warrior 50-60% increased movement speed for 1-2 seconds.

  1. Arms - Has it a little better in my view because it kept bladestorm and especially getting the double bladestorm with the Avatar talent.

1 - The only thing I can think of here is too make the pvp talent ‘Executioner’, part of Arms sudden death talent. Execute is a bigger part of the Arms arsenal, especially with the new tier set bonus. “Execute can now proc above 35% health and also has a 15yd range”. There’s too many other important PvP talents to really justify taking this most of the time., but it would help a bit with being able to close the gap and not doing the “warrior wander” where you freaking plod around in between charge or leap being up. Usually you just try and LoS in this “no man’s land” phase if it’s available.

  1. General Warrior(3 specs):
  1. Charge - Good ole’ fashioned charge. The most recognizable Warr ability since the dawn of WoW Warr. I remember charge having a longer range back in the day. Like 35 yds., in 1 expansion in might have been up to 40yds. Ranged classes now have even more range on their abilities then they used to. Some Casters can get over 40 yds. and hunters can get close to 50 yds and even 60 yds. with sniper shot. So why when the overall range has increased, warrior charge is a feeble, dinky 25 yds. that can be interrupted(mage can root you mid charge, you can get stunned, etc.)?

Make the double time talent in the tree a 2 option talent node:

option 1- Cooldown of charge is reduced by 5 seconds. So 2 charges of charge with a 25 yd range and a 15 second cooldown(15 seconds in pvp as well)

option 2 - Range of Charge is increased by 10 yds. Cooldown stays at 20 seconds. 2 charges as well.

2 - Heroic Leap: I think it’s most important warr mobility ability. It can be used offensively or defensively. Warrior doesn’t really have anyways to escape a fight unlike a lot of other classes. It’s often used by warriors to get out or range of burst, or to leap behind pillar to LoS when being heavily targeted.

So…Bounding stride talent: Warrior gets an additional charge of leap. So 2 charges of leap

…This is more controversial I think. I brought these up to my guild and battleground group(We debate pvp stuff) in both chat and discord, and people started foaming out of the mouth and bleeding from their eyes. It was like I walked in their house naked and started pissing on their kitchen floor. They were fine with the other ideas, but 2 charges of heroic leap got then TRIGGERED. They all became fury warriors for a few minutes.

What do you guys think?

<_<

Heroic leap is a 40 yard max range, and MOST ranged classes can not answer that by immediately creating more than 25 yards of distance once you’re on them. The big exceptions being warlock gateway and a mage shimmering twice, both of which have longer cooldowns than heroic leap. When we do have issues connecting, it’s not about max range. For mage, it’s number of ports + roots, and for lock it’s empowered portal giving them freedom and the cooldown for it being ~15 seconds.

They can go up to 74 yards currently. But that’s a marks hunter discussion (which has been ongoing in the battleground forums for months), not a warrior mobility discussion.

Intervene. Though if you want to talk about 1v1s, I do think it would be nice if we could intervene to war banner.
This is why you try to start fights off by closing the distance with a mount, forcing fights into closer range with line of sight, etc, and save heroic leap. We don’t need a second charge of heroic leap. It is good that we have to weigh our options and can be punished for misusing versatile tools like heroic leap.

The only legitimate issue I feel like we have, which is not unique to warrior mobility, is that there’s a lot more knock backs in the game that can nullify our gap closers. This isn’t as much of an issue in arena, but in BGs you get gap closers shut down by incidental AoE knock backs and knock ups all the time. Classes with instant gap closers like blink or shadow step don’t have to deal with this.

Is this wrong? It’s been awhile, maybe I’m not remembering correctly.

This is my main. Didn’t mean to post on an alt.

It was 20 and you could glyph it to 25

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Seems like in both Vanilla classic and WOTLK classic it’s the standard 8-25yds for charge and intercept. I have a faulty memory for thinking 35yds. but that’s just what I thought.

Warrior is fine in PvP outside of them buffing slam all the time.

The big issue about Mobility when it comes to warriors is that it’s all target based with a min range downside (which we are the only class that still has this old mechanic on our abilities for being a melee class).

Second was all the complaints from people on our past mobility options like leaper (which Fury had 5 heroic leaps at one point) along with 2 charges of our charge ability. It’s like an Arms race for classes when it comes to abilities where other classes gain more and we lose or we don’t gain to keep up with the race.

In the Alpha and early days of DF beta we did have an interesting gap closer with our heroic leap that acted like a death grip pull on the center point of the landing spot bringing targets towards us. After it was removed and we were promised that we would get something to replace the talent, we are still waiting for that promise of something unique on a mobility option. Because of that, we didn’t gain anything new or unique to compete when it comes to mobility. Spear was a planned counter blizzard thought would even out the odds on our lack of mobility options but even that is countered by other classes abilities.

We do fine in PvP in some situations but there is just to many other classes with a lot more options then we do at this point in time.

Sir this is the warrior forums we can’t read for more than 20 words.

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K. Make Warr go faster. More vroom vroom. Right now, not enough vroom vroom.

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I’m still reading through the OP; but from what I’ve read thus far, it seems like its talking more about Warriors getting kited in pvp rather than just its mobility.

IMO Warr has some of the best mobility. Aesthetically, Mechanically and just overall feeling wise.

I do think that getting kited on Warr can be annoying but if anything its supposed to be. Warr can already stick to their targets pretty well. I would indeed like to see more ways for Warrs to do more ranged dmg/stuff. This is one of the main reasons i go bleed build on mine.


Ok after reading, i was pretty spot on. However it seems like OP is focusing more on Fury getting kited than arms lol.

TBH, if they keep warrs as melee focused as they are I would be fine with theses changes getting added. I think it would be fair that if u and yours can properly kite a warr then the balls in your court but as soon as that warr closes in, they are super deadly. I’m fine with that.

Do I think Warrs NEED these changes currently, not at all. I would prefer they didn’t get them and got more range options honestly. However this is another path their design could go and I wouldn’t be mad at it.

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I don’t think warriors need any of this
:dracthyr_shrug:

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Our mobility has actually gone up a bit over time, but the problem is that we’ve been left with some of the worst snares, and hardly any control to stick to targets in arenas.

Ranged classes just have better tools to keep us off of them than we do to keep on them. Chasing hunters, druids, and mages is just a walking simulator. Their slows are stronger, or they have so many more peels than we have mobility with Double Time and Bounding Stride that we sometimes can’t even get a GCD off of using those.

The last time I bothered with Solo Shuffle I faced a caster comp, and was just getting blasted repeatedly by spells at 60+ yards behind a pillar. Meanwhile, I had 0 tools to do the same, or stick to my targets.

I don’t think warriors themselves need changes, but something does need to shift so we can actually put damage into targets.

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I’m sorry, but this is just straight-up wrong outside of mages. Warriors have enough gap closers to stay glued on non-mage ranged pretty easily unless they’re getting third party peels.